[Bf-extensions-cvs] [5352ac7e] master: Revert "FBX Import: corrected import camera. Added setting camera (invert or not invert)."

Bastien Montagne noreply at git.blender.org
Fri Jan 24 17:09:54 CET 2020


Commit: 5352ac7e842ff9085b1b6e111b5b67384365135f
Author: Bastien Montagne
Date:   Fri Jan 24 17:06:12 2020 +0100
Branches: master
https://developer.blender.org/rBA5352ac7e842ff9085b1b6e111b5b67384365135f

Revert "FBX Import: corrected import camera. Added setting camera (invert or not invert)."

While it's nice to see attempts to fix cameras (their orientations are know
broken in some case for ages), this commit has several issues:

 - It did not get any review.
 - It changes default behavior.
 - It adds yet another parameter.
 - It does not actually fixes anything, nor does it explain anything.

The first two points in particular are red lights.

But the last two are also more and more annoying, unless someone can provide
a good, valid understanding of how camera orientation is supposed to work
in FBX, am fairly not keen on accepting any more hack like that.
This is just adding more parameters that users just don’t understand,
and which generates by themselves even more bug reports.

This reverts commit 9eddf664d68a2ed6be1bf17b0b26d6d66d81c0eb.

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

M	io_scene_fbx/__init__.py
M	io_scene_fbx/fbx_utils.py
M	io_scene_fbx/import_fbx.py

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

diff --git a/io_scene_fbx/__init__.py b/io_scene_fbx/__init__.py
index 96a75199..6678e1eb 100644
--- a/io_scene_fbx/__init__.py
+++ b/io_scene_fbx/__init__.py
@@ -193,17 +193,12 @@ class ImportFBX(bpy.types.Operator, ImportHelper):
                    ),
             default='X',
             )
-    
+
     use_prepost_rot: BoolProperty(
             name="Use Pre/Post Rotation",
             description="Use pre/post rotation from FBX transform (you may have to disable that in some cases)",
             default=True,
             )
-    camera_invert: BoolProperty(
-            name="Camera Invert",
-            description="import inverted camera or not",
-            default=False,
-            )
 
     def draw(self, context):
         pass
@@ -314,7 +309,6 @@ class FBX_PT_import_transform_manual_orientation(bpy.types.Panel):
 
         layout.prop(operator, "axis_forward")
         layout.prop(operator, "axis_up")
-        layout.prop(operator, "camera_invert")
 
 
 class FBX_PT_import_animation(bpy.types.Panel):
diff --git a/io_scene_fbx/fbx_utils.py b/io_scene_fbx/fbx_utils.py
index 94356435..c35399b2 100644
--- a/io_scene_fbx/fbx_utils.py
+++ b/io_scene_fbx/fbx_utils.py
@@ -1259,5 +1259,4 @@ FBXImportSettings = namedtuple("FBXImportSettings", (
     "nodal_material_wrap_map", "image_cache",
     "ignore_leaf_bones", "force_connect_children", "automatic_bone_orientation", "bone_correction_matrix",
     "use_prepost_rot",
-    "camera_invert",
 ))
diff --git a/io_scene_fbx/import_fbx.py b/io_scene_fbx/import_fbx.py
index e6918e40..32b887c1 100644
--- a/io_scene_fbx/import_fbx.py
+++ b/io_scene_fbx/import_fbx.py
@@ -61,7 +61,7 @@ convert_deg_to_rad_iter = units_convertor_iter("degree", "radian")
 
 MAT_CONVERT_BONE = fbx_utils.MAT_CONVERT_BONE.inverted()
 MAT_CONVERT_LIGHT = fbx_utils.MAT_CONVERT_LIGHT.inverted()
-MAT_CONVERT_CAMERA = fbx_utils.MAT_CONVERT_CAMERA
+MAT_CONVERT_CAMERA = fbx_utils.MAT_CONVERT_CAMERA.inverted()
 
 
 def validate_blend_names(name):
@@ -1769,10 +1769,7 @@ class FbxImportHelperNode:
         else:
             # camera and light can be hard wired
             if self.fbx_type == b'Camera':
-                if settings.camera_invert:
-                    correction_matrix = MAT_CONVERT_CAMERA.inverted()
-                else:
-                    correction_matrix = MAT_CONVERT_CAMERA
+                correction_matrix = MAT_CONVERT_CAMERA
             elif self.fbx_type == b'Light':
                 correction_matrix = MAT_CONVERT_LIGHT
 
@@ -2330,9 +2327,7 @@ def load(operator, context, filepath="",
          automatic_bone_orientation=False,
          primary_bone_axis='Y',
          secondary_bone_axis='X',
-         use_prepost_rot=True,
-         camera_invert=False,
-         ):
+         use_prepost_rot=True):
 
     global fbx_elem_nil
     fbx_elem_nil = FBXElem('', (), (), ())
@@ -2472,7 +2467,6 @@ def load(operator, context, filepath="",
         nodal_material_wrap_map, image_cache,
         ignore_leaf_bones, force_connect_children, automatic_bone_orientation, bone_correction_matrix,
         use_prepost_rot,
-        camera_invert,
     )
 
     # #### And now, the "real" data.



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