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remove commented out code + update comments
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com.unity.formats.fbx/Editor/FbxExporter.cs

Lines changed: 1 addition & 9 deletions
Original file line numberDiff line numberDiff line change
@@ -829,14 +829,10 @@ bool ExportMesh (MeshInfo meshInfo, FbxNode fbxNode)
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switch (topology) {
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case MeshTopology.Triangles:
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polySize = 3;
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// flip winding order so that Maya and Unity import it properly
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//vertOrder = new int[] { 0, 2, 1 };
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vertOrder = new int[] { 0, 1, 2 };
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break;
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case MeshTopology.Quads:
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polySize = 4;
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// flip winding order so that Maya and Unity import it properly
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//vertOrder = new int[] { 0, 3, 2, 1 };
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vertOrder = new int[] { 0, 1, 2, 3 };
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break;
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case MeshTopology.Lines:
@@ -1185,11 +1181,7 @@ internal static FbxVector4 QuaternionToEuler(FbxQuaternion quat)
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internal bool ExportTransform (UnityEngine.Transform unityTransform, FbxNode fbxNode, Vector3 newCenter, TransformExportType exportType)
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{
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// Fbx rotation order is XYZ, but Unity rotation order is ZXY.
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// This causes issues when converting euler to quaternion, causing the final
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// rotation to be slighlty off.
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// Fixed by exporting the rotations as eulers with XYZ rotation order.
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// Can't just set the rotation order to ZXY on export as Maya incorrectly imports the
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// rotation. Appears to first convert to XYZ rotation then set rotation order to ZXY.
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// Also, DeepConvert does not convert the rotation order (assumes XYZ), unless RotationActive is true.
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fbxNode.SetRotationOrder (FbxNode.EPivotSet.eSourcePivot, FbxEuler.EOrder.eOrderZXY);
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fbxNode.SetRotationActive(true);
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