[Bf-extensions-cvs] SVN commit: /data/svn/bf-extensions [4658] trunk/py/scripts/addons/ io_scene_fbx: remove XNA hacks

Campbell Barton ideasman42 at gmail.com
Fri Aug 9 07:18:01 CEST 2013


Revision: 4658
          http://projects.blender.org/scm/viewvc.php?view=rev&root=bf-extensions&revision=4658
Author:   campbellbarton
Date:     2013-08-09 05:18:00 +0000 (Fri, 09 Aug 2013)
Log Message:
-----------
remove XNA hacks

Modified Paths:
--------------
    trunk/py/scripts/addons/io_scene_fbx/__init__.py
    trunk/py/scripts/addons/io_scene_fbx/export_fbx.py

Modified: trunk/py/scripts/addons/io_scene_fbx/__init__.py
===================================================================
--- trunk/py/scripts/addons/io_scene_fbx/__init__.py	2013-08-09 05:17:40 UTC (rev 4657)
+++ trunk/py/scripts/addons/io_scene_fbx/__init__.py	2013-08-09 05:18:00 UTC (rev 4658)
@@ -197,8 +197,6 @@
 
     use_mesh_edges = BoolProperty(
             name="Include Edges",
-            description=("Edges may not be necessary, can cause import "
-                         "pipeline errors with XNA"),
             default=False,
             )
     use_armature_deform_only = BoolProperty(
@@ -238,11 +236,6 @@
             default=6.0,
             )
     path_mode = path_reference_mode
-    use_rotate_workaround = BoolProperty(
-            name="XNA Rotate Animation Hack",
-            description="Disable global rotation, for XNA compatibility",
-            default=False,
-            )
     batch_mode = EnumProperty(
             name="Batch Mode",
             items=(('OFF', "Off", "Active scene to file"),

Modified: trunk/py/scripts/addons/io_scene_fbx/export_fbx.py
===================================================================
--- trunk/py/scripts/addons/io_scene_fbx/export_fbx.py	2013-08-09 05:17:40 UTC (rev 4657)
+++ trunk/py/scripts/addons/io_scene_fbx/export_fbx.py	2013-08-09 05:18:00 UTC (rev 4658)
@@ -223,7 +223,6 @@
         use_metadata=True,
         path_mode='AUTO',
         use_mesh_edges=True,
-        use_rotate_workaround=False,
         use_default_take=True,
     ):
 
@@ -233,10 +232,6 @@
     mtx_x90 = Matrix.Rotation(math.pi / 2.0, 3, 'X')
     # Used for mesh and armature rotations
     mtx4_z90 = Matrix.Rotation(math.pi / 2.0, 4, 'Z')
-    # Rotation does not work for XNA animations.  I do not know why but they end up a mess! (JCB)
-    if use_rotate_workaround:
-        # Set rotation to Matrix Identity for XNA (JCB)
-        mtx4_z90.identity()
 
     if global_matrix is None:
         global_matrix = Matrix()
@@ -485,10 +480,6 @@
             rot = tuple(rot.to_euler())  # quat -> euler
             scale = tuple(scale)
 
-            # Essential for XNA to use the original matrix not rotated nor scaled (JCB)
-            if use_rotate_workaround:
-                matrix = ob.matrix_local
-
         else:
             # This is bad because we need the parent relative matrix from the fbx parent (if we have one), dont use anymore
             #if ob and not matrix: matrix = ob.matrix_world * global_matrix
@@ -2291,7 +2282,8 @@
 	}''' % tmp)
     del tmp
 
-    # Bind pose is essential for XNA if the 'MESH' is included (JCB)
+    # Bind pose is essential for XNA if the 'MESH' is included,
+    # but could be removed now?
     fw('''
 	ObjectType: "Pose" {
 		Count: 1
@@ -3047,7 +3039,7 @@
         return {'FINISHED'}  # so the script wont run after we have batch exported.
 
 # APPLICATION REQUIREMENTS
-# Please update the lists for UDK, Unity, XNA etc. on the following web page:
+# Please update the lists for UDK, Unity etc. on the following web page:
 #   http://wiki.blender.org/index.php/Dev:2.5/Py/Scripts/Import-Export/UnifiedFBX
 
 # NOTE TO Campbell -



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