Fix #104737: FBX: Materials missing from linked duplicates #104738

Merged
Bastien Montagne merged 1 commits from Mysteryem/blender-addons:fix_dupli_mats_pr into main 2023-07-06 10:15:56 +02:00

View File

@ -2929,25 +2929,20 @@ def fbx_data_from_scene(scene, depsgraph, settings):
_objs_indices = {}
for ma, (ma_key, ob_objs) in data_materials.items():
for ob_obj in ob_objs:
connections.append((b"OO", get_fbx_uuid_from_key(ma_key), ob_obj.fbx_uuid, None))
# Get index of this material for this object (or dupliobject).
# Material indices for mesh faces are determined by their order in 'ma to ob' connections.
# Only materials for meshes currently...
# Note in case of dupliobjects a same me/ma idx will be generated several times...
# Should not be an issue in practice, and it's needed in case we export duplis but not the original!
if ob_obj.type not in BLENDER_OBJECT_TYPES_MESHLIKE:
connections.append((b"OO", get_fbx_uuid_from_key(ma_key), ob_obj.fbx_uuid, None))
continue
_mesh_key, me, _free = data_meshes[ob_obj]
material_indices = mesh_material_indices.setdefault(me, {})
if ma in material_indices:
# Material has already been found for this mesh.
idx = _objs_indices[ob_obj] = _objs_indices.get(ob_obj, -1) + 1
# XXX If a mesh has multiple material slots with the same material, they are combined into one slot.
# Even if duplicate materials were exported without combining them into one slot, keeping duplicate
# materials separated does not appear to be common behaviour of external software when importing FBX.
continue
connections.append((b"OO", get_fbx_uuid_from_key(ma_key), ob_obj.fbx_uuid, None))
idx = _objs_indices[ob_obj] = _objs_indices.get(ob_obj, -1) + 1
material_indices[ma] = idx
mesh_material_indices.setdefault(me, {})[ma] = idx
del _objs_indices
# Textures