[Bf-extensions-cvs] [f30fc86] master: Fix T41605: FBX Export: scale issue with animated armatures.

Bastien Montagne noreply at git.blender.org
Tue May 19 14:55:03 CEST 2015


Commit: f30fc86ab552f193b891bbb68317b0c123e73b75
Author: Bastien Montagne
Date:   Tue May 19 14:47:37 2015 +0200
Branches: master
https://developer.blender.org/rBAf30fc86ab552f193b891bbb68317b0c123e73b75

Fix T41605: FBX Export: scale issue with animated armatures.

Yes... 10h of work, for a oneliner fixing a simple stupid dummy missing connection
between the empty used as armature 'object', and its (void, useless) 'NodeAttribute' data...

Why such basic harmless error breaks something (aparently) completly unrelated
- and why is it breaking anything, btw - is to be added on the Olympus Mons of FBXSDK madness.
Not to mention the usual total lack of parsing warnings/errors from that 'thing'.

===================================================================

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 1e644cd..abd542b 100644
--- a/io_scene_fbx/__init__.py
+++ b/io_scene_fbx/__init__.py
@@ -21,7 +21,7 @@
 bl_info = {
     "name": "FBX format",
     "author": "Campbell Barton, Bastien Montagne, Jens Restemeier",
-    "version": (3, 2, 6),
+    "version": (3, 3, 0),
     "blender": (2, 74, 0),
     "location": "File > Import-Export",
     "description": "FBX IO meshes, UV's, vertex colors, materials, textures, cameras, lamps and actions",
diff --git a/io_scene_fbx/export_fbx_bin.py b/io_scene_fbx/export_fbx_bin.py
index 62926f4..e1ed2ed 100644
--- a/io_scene_fbx/export_fbx_bin.py
+++ b/io_scene_fbx/export_fbx_bin.py
@@ -1477,7 +1477,7 @@ def fbx_data_armature_elements(root, arm_obj, scene_data):
                 elem_data_single_float64_array(fbx_clstr, b"Transform",
                                                matrix4_to_array(mat_world_bones[bo_obj].inverted_safe() * mat_world_obj))
                 elem_data_single_float64_array(fbx_clstr, b"TransformLink", matrix4_to_array(mat_world_bones[bo_obj]))
-                #~ elem_data_single_float64_array(fbx_clstr, b"TransformAssociateModel", matrix4_to_array(mat_world_arm))
+                elem_data_single_float64_array(fbx_clstr, b"TransformAssociateModel", matrix4_to_array(mat_world_arm))
 
 
 def fbx_data_leaf_bone_elements(root, scene_data):
@@ -2402,7 +2402,7 @@ def fbx_data_from_scene(scene, settings):
             elif ob_obj.type == 'CAMERA':
                 cam_key = data_cameras[ob_obj]
                 connections.append((b"OO", get_fbx_uuid_from_key(cam_key), ob_obj.fbx_uuid, None))
-            elif ob_obj.type == 'EMPTY':
+            elif ob_obj.type == 'EMPTY' or ob_obj.type == 'ARMATURE':
                 empty_key = data_empties[ob_obj]
                 connections.append((b"OO", get_fbx_uuid_from_key(empty_key), ob_obj.fbx_uuid, None))
             elif ob_obj.type in BLENDER_OBJECT_TYPES_MESHLIKE:



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