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path: root/modules/fbx/editor_scene_importer_fbx.cpp
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Diffstat (limited to 'modules/fbx/editor_scene_importer_fbx.cpp')
-rw-r--r--modules/fbx/editor_scene_importer_fbx.cpp15
1 files changed, 7 insertions, 8 deletions
diff --git a/modules/fbx/editor_scene_importer_fbx.cpp b/modules/fbx/editor_scene_importer_fbx.cpp
index d37befbbfd..ff729a635f 100644
--- a/modules/fbx/editor_scene_importer_fbx.cpp
+++ b/modules/fbx/editor_scene_importer_fbx.cpp
@@ -63,8 +63,7 @@ void EditorSceneImporterFBX::get_extensions(List<String> *r_extensions) const {
const String fbx_str = "fbx";
Vector<String> exts;
exts.push_back(fbx_str);
- _register_project_setting_import(fbx_str, import_setting_string, exts, r_extensions,
- true);
+ _register_project_setting_import(fbx_str, import_setting_string, exts, r_extensions, true);
}
void EditorSceneImporterFBX::_register_project_setting_import(const String generic,
@@ -181,7 +180,7 @@ 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 stand by.");
+ WARN_PRINT("Blender FBX files will not work properly with keyframes or skeletons until we make fixes. Please stand by.");
}
Node3D *spatial = _generate_scene(p_path, &doc, p_flags, p_bake_fps, 8);
@@ -196,7 +195,7 @@ Node3D *EditorSceneImporterFBX::import_scene(const String &p_path, uint32_t p_fl
return spatial;
} else {
- print_error("Cannot import file: " + p_path + " version of file is unsupported, please re-export in your modelling package file version is: " + itos(doc.FBXVersion()));
+ ERR_PRINT(vformat("Cannot import FBX file: %s. It uses file format %d which is unsupported by Godot. Please re-export it or convert it to a newer format.", p_path, doc.FBXVersion()));
}
}
@@ -550,8 +549,8 @@ Node3D *EditorSceneImporterFBX::_generate_scene(
print_verbose("populating skeleton with bone: " + bone->bone_name);
- // // populate bone skeleton - since fbx has no DOM for the skeleton just a node.
- // bone->bone_skeleton = fbx_skeleton_inst;
+ //// populate bone skeleton - since fbx has no DOM for the skeleton just a node.
+ //bone->bone_skeleton = fbx_skeleton_inst;
// now populate bone on the armature node list
fbx_skeleton_inst->skeleton_bones.push_back(bone);
@@ -688,8 +687,8 @@ Node3D *EditorSceneImporterFBX::_generate_scene(
//
// Get Mesh Node Xform only
//
- // ERR_CONTINUE_MSG(!state.fbx_target_map.has(mesh_id), "invalid xform for the skin pose: " + itos(mesh_id));
- // Ref<FBXNode> mesh_node_xform_data = state.fbx_target_map[mesh_id];
+ //ERR_CONTINUE_MSG(!state.fbx_target_map.has(mesh_id), "invalid xform for the skin pose: " + itos(mesh_id));
+ //Ref<FBXNode> mesh_node_xform_data = state.fbx_target_map[mesh_id];
if (!mesh_skin) {
continue; // not a deformer.