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inwoodsvkovec
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remove ExportPlayableDirector
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Packages/com.unity.formats.fbx/Editor/Scripts/FbxExporter.cs

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@@ -3719,34 +3719,6 @@ public static void ExportSingleTimelineClip(Object editorClipSelected, string fi
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ExportModelEditorWindow.Init (exportArray, AnimationOnlyExportData.GetFileName(editorClipSelected), isTimelineAnim: true);
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}
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internal static void ExportPlayableDirector(GameObject objectWithPlayableDirector, string folderPath, IExportOptions exportOptions = null)
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{
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PlayableDirector pd = objectWithPlayableDirector.GetComponent<PlayableDirector>();
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if (pd == null)
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{
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return;
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}
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foreach (PlayableBinding output in pd.playableAsset.outputs)
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{
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AnimationTrack at = output.sourceObject as AnimationTrack;
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GameObject atObject = pd.GetGenericBinding(output.sourceObject) as GameObject;
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// One file by animation clip
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foreach (TimelineClip timelineClip in at.GetClips()) {
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string AnimFbxFormat = AnimFbxFileFormat;
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if (timelineClip.displayName.Contains("@"))
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{
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AnimFbxFormat = "{0}/{2}.fbx";
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}
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string filePath = string.Format(AnimFbxFormat, folderPath, atObject.name, timelineClip.displayName);
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var exportData = GetExportData(atObject, timelineClip.animationClip, exportOptions);
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var exportDataDict = new Dictionary<GameObject,IExportData>(){{atObject, exportData}};
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ExportObjects(filePath, new Object[1]{atObject}, exportOptions, exportDataDict);
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}
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}
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}
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/// <summary>
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/// Add a menu item "Export Model..." to a GameObject's context menu.
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/// </summary>

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