@@ -874,39 +874,6 @@ private bool ExportSkeleton (SkinnedMeshRenderer skinnedMesh, FbxScene fbxScene)
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pose = boneToBindPose [ unityBone . parent ] * bindPose . inverse ;
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}
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- /*for (int boneIndex = 0, n = boneList.Length; boneIndex < n; boneIndex++) {
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- var unityBone = boneList [boneIndex];
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- var fbxBone = MapUnityObjectToFbxNode [unityBone.gameObject];
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-
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- Matrix4x4 pose;
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- if (index.ContainsKey(unityBone)) {
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- int i = index[unityBone];
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-
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- if (fbxBone.GetSkeleton().GetSkeletonType() == FbxSkeleton.EType.eRoot) {
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- // bind pose is local -> root. We want root -> local, so invert.
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- var parentTransform = skinnedMesh.transform;
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- var parentMatrix = Matrix4x4.TRS (parentTransform.localPosition, parentTransform.localRotation, parentTransform.localScale);
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-
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- pose = parentMatrix * bindPoses[i].inverse;
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- } else {
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- if (index.ContainsKey (unityBone.parent)) {
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- // Bind pose is local -> parent -> ... -> root.
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- // We want parent -> local.
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- // Invert our bind pose to get root -> local.
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- // The apply parent -> root to leave just parent -> local.
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- pose = bindPoses [index [unityBone.parent]] * bindPoses [i].inverse;
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- } else if (unityBone.parent != null) {
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- //var parentPose = Matrix4x4.TRS (unityBone.parent.localPosition, unityBone.parent.localRotation, unityBone.parent.localScale);
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- var parentPose = unityBone.parent.worldToLocalMatrix * skinnedMesh.transform.localToWorldMatrix;
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- pose = parentPose * bindPoses [i].inverse;
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- } else {
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- pose = Matrix4x4.identity;
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- }
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- }
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- } else {
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- pose = Matrix4x4.TRS (unityBone.localPosition, unityBone.localRotation, unityBone.localScale);
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- }*/
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-
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// FBX is transposed relative to Unity: transpose as we convert.
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FbxMatrix matrix = new FbxMatrix ( ) ;
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matrix . SetColumn ( 0 , new FbxVector4 ( pose . GetRow ( 0 ) . x , pose . GetRow ( 0 ) . y , pose . GetRow ( 0 ) . z , pose . GetRow ( 0 ) . w ) ) ;
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