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author | RĂ©mi Verschelde <remi@verschelde.fr> | 2021-01-06 09:43:08 +0100 |
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committer | GitHub <noreply@github.com> | 2021-01-06 09:43:08 +0100 |
commit | c197a565f293f98fcc1f8188cf9aedfe174b8382 (patch) | |
tree | 1263d2bbf15e2e7fba75dd22788492f33a949110 /modules/fbx/editor_scene_importer_fbx.cpp | |
parent | cdfcf68af96fa3b9c0e78445e042bc60dff365f7 (diff) | |
parent | 74a72cf85eb52f92436ea2e1bf1f74b6fc4ef912 (diff) |
Merge pull request #44900 from RevoluPowered/fbx-add-blender-support
Preliminary Blender FBX support [4.0]
Diffstat (limited to 'modules/fbx/editor_scene_importer_fbx.cpp')
-rw-r--r-- | modules/fbx/editor_scene_importer_fbx.cpp | 10 |
1 files changed, 7 insertions, 3 deletions
diff --git a/modules/fbx/editor_scene_importer_fbx.cpp b/modules/fbx/editor_scene_importer_fbx.cpp index 5918f4dbed..6576147b2b 100644 --- a/modules/fbx/editor_scene_importer_fbx.cpp +++ b/modules/fbx/editor_scene_importer_fbx.cpp @@ -180,10 +180,12 @@ Node3D *EditorSceneImporterFBX::import_scene(const String &p_path, uint32_t p_fl } if (is_blender_fbx) { - WARN_PRINT("Blender FBX files will not work properly with keyframes or skeletons until we make fixes. Please stand by."); + WARN_PRINT("We don't officially support Blender FBX animations yet, due to issues with upstream Blender,\n" + "so please wait for us to work around remaining issues. We will continue to import the file but it may be broken.\n" + "For minimal breakage, please export FBX from Blender with -Z forward, and Y up."); } - Node3D *spatial = _generate_scene(p_path, &doc, p_flags, p_bake_fps, 8); + Node3D *spatial = _generate_scene(p_path, &doc, p_flags, p_bake_fps, 8, is_blender_fbx); // todo: move to document shutdown (will need to be validated after moving; this code has been validated already) for (FBXDocParser::TokenPtr token : tokens) { if (token) { @@ -327,8 +329,10 @@ Node3D *EditorSceneImporterFBX::_generate_scene( const FBXDocParser::Document *p_document, const uint32_t p_flags, int p_bake_fps, - const int32_t p_max_bone_weights) { + const int32_t p_max_bone_weights, + bool p_is_blender_fbx) { ImportState state; + state.is_blender_fbx = p_is_blender_fbx; state.path = p_path; state.animation_player = NULL; |