[Bf-extensions-cvs] [0de4e4a] master: FBX: After talk with Campbell, remove "simplify skinning" option.
Bastien Montagne
noreply at git.blender.org
Thu Apr 17 10:29:27 CEST 2014
Commit: 0de4e4ac89f81125678957c9ce21e413ebfa98d3
Author: Bastien Montagne
Date: Thu Apr 17 10:26:47 2014 +0200
https://developer.blender.org/rBA0de4e4ac89f81125678957c9ce21e413ebfa98d3
FBX: After talk with Campbell, remove "simplify skinning" option.
This kind of target app compatibility feature is not well suited to an export addon,
would better be in a dedicated pre-export tool.
===================================================================
M io_scene_fbx/__init__.py
M io_scene_fbx/export_fbx_bin.py
===================================================================
diff --git a/io_scene_fbx/__init__.py b/io_scene_fbx/__init__.py
index 8d29b3a..0631c03 100644
--- a/io_scene_fbx/__init__.py
+++ b/io_scene_fbx/__init__.py
@@ -220,12 +220,6 @@ class ExportFBX(bpy.types.Operator, ExportHelper):
description="Apply modifiers to mesh objects (except Armature ones!)",
default=True,
)
- # 7.4 only
- use_simplify_skinning = BoolProperty(
- name="Simplify Skinning",
- description="Many game engines do not support more than four bones per vertex, select four most important ones",
- default=True,
- )
mesh_smooth_type = EnumProperty(
name="Smoothing",
items=(('OFF', "Off", "Don't write smoothing"),
@@ -354,10 +348,6 @@ class ExportFBX(bpy.types.Operator, ExportHelper):
layout.separator()
layout.prop(self, "object_types")
layout.prop(self, "use_mesh_modifiers")
- if is_74bin:
- sub = layout.column()
- sub.enabled = ({'ARMATURE', 'MESH'} <= self.object_types)
- sub.prop(self, "use_simplify_skinning")
layout.prop(self, "mesh_smooth_type")
layout.prop(self, "use_mesh_edges")
layout.prop(self, "use_tspace")
diff --git a/io_scene_fbx/export_fbx_bin.py b/io_scene_fbx/export_fbx_bin.py
index e06c8da..ddc9398 100644
--- a/io_scene_fbx/export_fbx_bin.py
+++ b/io_scene_fbx/export_fbx_bin.py
@@ -1850,8 +1850,6 @@ def fbx_data_armature_elements(root, armature, scene_data):
elem_data_single_float64(fbx_skin, b"Link_DeformAcuracy", 50.0) # Only vague idea what it is...
# Pre-process vertex weights (also to check vertices assigned ot more than four bones).
- is_complex_skinning = False
- simplify_skinning = scene_data.settings.use_simplify_skinning
bo_vg_idx = {bo.name: obj.vertex_groups[bo.name].index for bo in clusters.keys()}
valid_idxs = set(bo_vg_idx.values())
vgroups = {vg.index: OrderedDict() for vg in obj.vertex_groups}
@@ -1859,22 +1857,9 @@ def fbx_data_armature_elements(root, armature, scene_data):
key=lambda e: e[1], reverse=True)
for v in me.vertices)
for idx, vgs in enumerate(verts_vgroups):
- if len(vgs) > 4:
- is_complex_skinning = True
- if simplify_skinning:
- vgs[:] = vgs[:4]
for vg_idx, w in vgs:
vgroups[vg_idx][idx] = w
- if is_complex_skinning:
- report = scene_data.settings.report
- if simplify_skinning:
- report({'WARNING'}, "Some vertices were assigned to more than four bones, "
- "only the four most significant weights were kept")
- else:
- report({'WARNING'}, "Some vertices are assigned to more than four bones, "
- "this is usually not supported by game engines")
-
for bo, clstr_key in clusters.items():
# Find which vertices are affected by this bone/vgroup pair, and matching weights.
vg_idx = bo_vg_idx[bo.name]
@@ -2916,7 +2901,7 @@ FBXSettingsMedia = namedtuple("FBXSettingsMedia", (
FBXSettings = namedtuple("FBXSettings", (
"report", "to_axes", "global_matrix", "global_scale",
"bake_space_transform", "global_matrix_inv", "global_matrix_inv_transposed",
- "context_objects", "object_types", "use_mesh_modifiers", "use_simplify_skinning",
+ "context_objects", "object_types", "use_mesh_modifiers",
"mesh_smooth_type", "use_mesh_edges", "use_tspace", "use_armature_deform_only",
"bake_anim", "bake_anim_use_nla_strips", "bake_anim_step", "bake_anim_simplify_factor",
"use_metadata", "media_settings", "use_custom_properties",
@@ -2931,7 +2916,6 @@ def save_single(operator, scene, filepath="",
context_objects=None,
object_types=None,
use_mesh_modifiers=True,
- use_simplify_skinning=True,
mesh_smooth_type='FACE',
bake_anim=True,
bake_anim_use_nla_strips=True,
@@ -2975,7 +2959,7 @@ def save_single(operator, scene, filepath="",
settings = FBXSettings(
operator.report, (axis_up, axis_forward), global_matrix, global_scale,
bake_space_transform, global_matrix_inv, global_matrix_inv_transposed,
- context_objects, object_types, use_mesh_modifiers, use_simplify_skinning,
+ context_objects, object_types, use_mesh_modifiers,
mesh_smooth_type, use_mesh_edges, use_tspace, False,
bake_anim, bake_anim_use_nla_strips, bake_anim_step, bake_anim_simplify_factor,
False, media_settings, use_custom_properties,
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