@@ -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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