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Changeset View
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Standalone View
io_scene_fbx/export_fbx_bin.py
| Context not available. | |||||
| obj_type = b"Null" # default, sort of empty... | obj_type = b"Null" # default, sort of empty... | ||||
| if ob_obj.is_bone: | if ob_obj.is_bone: | ||||
| obj_type = b"LimbNode" | obj_type = b"LimbNode" | ||||
| elif (ob_obj.type == 'ARMATURE'): | elif ob_obj.type == 'ARMATURE': | ||||
| if scene_data.settings.armature_nodetype == 'ROOT': | if scene_data.settings.armature_nodetype == 'ROOT': | ||||
| obj_type = b"Root" | obj_type = b"Root" | ||||
| elif scene_data.settings.armature_nodetype == 'LIMBNODE': | elif scene_data.settings.armature_nodetype == 'LIMBNODE': | ||||
| obj_type = b"LimbNode" | obj_type = b"LimbNode" | ||||
| else: # Default, preferred option... | else: # Default, preferred option... | ||||
| obj_type = b"Null" | obj_type = b"Null" | ||||
| elif (ob_obj.type in BLENDER_OBJECT_TYPES_MESHLIKE): | elif ob_obj.type in BLENDER_OBJECT_TYPES_MESHLIKE: | ||||
| obj_type = b"Mesh" | obj_type = b"Mesh" | ||||
| elif (ob_obj.type == 'LAMP'): | elif ob_obj.type == 'LAMP': | ||||
| obj_type = b"Light" | obj_type = b"Light" | ||||
| elif (ob_obj.type == 'CAMERA'): | elif ob_obj.type == 'CAMERA': | ||||
| obj_type = b"Camera" | obj_type = b"Camera" | ||||
| model = elem_data_single_int64(root, b"Model", ob_obj.fbx_uuid) | model = elem_data_single_int64(root, b"Model", ob_obj.fbx_uuid) | ||||
| model.add_string(fbx_name_class(ob_obj.name.encode(), b"Model")) | model.add_string(fbx_name_class(ob_obj.name.encode(), b"Model")) | ||||
| Context not available. | |||||
| best_src_scene = None | best_src_scene = None | ||||
| best_src_scene_users = 0 | best_src_scene_users = 0 | ||||
| for sce, nbr_users in src_scenes.items(): | for sce, nbr_users in src_scenes.items(): | ||||
| if (nbr_users) > best_src_scene_users: | if nbr_users > best_src_scene_users: | ||||
| best_src_scene_users = nbr_users | best_src_scene_users = nbr_users | ||||
| best_src_scene = sce | best_src_scene = sce | ||||
| scene.unit_settings.system = best_src_scene.unit_settings.system | scene.unit_settings.system = best_src_scene.unit_settings.system | ||||
| Context not available. | |||||