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remove commented out code
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Assets/FbxExporters/Editor/FbxExporter.cs

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Original file line numberDiff line numberDiff line change
@@ -2472,115 +2472,6 @@ protected void GetObjectsInAnimationClips(
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}
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}
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/*protected bool ExportAnimationOnly(GameObject unityGo, FbxScene fbxScene){
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// gather all animation clips
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var legacyAnim = unityGo.GetComponentsInChildren<Animation>();
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var genericAnim = unityGo.GetComponentsInChildren<Animator> ();
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// from clips determine what needs to be exported
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// export nodes and their parent hierarchies
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// export objects as we go, create parent hierarchies after
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// store objects in a set, along with parents that need to be exported..
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// also need to know if a gameobject is a bone and export accordingly
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// export components
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// only light and camera components, and only if that component is animated
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// export animation
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var animationClips = new HashSet<AnimationClip> ();
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foreach (var anim in legacyAnim) {
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var animClips = AnimationUtility.GetAnimationClips (anim.gameObject);
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ExportAnimatedGameObjects(animClips, anim.gameObject, unityGo, fbxScene, ref animationClips);
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}
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foreach (var anim in genericAnim) {
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// Try the animator controller (mecanim)
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var controller = anim.runtimeAnimatorController;
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if (controller)
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{
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ExportAnimatedGameObjects(controller.animationClips, anim.gameObject, unityGo, fbxScene, ref animationClips);
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}
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}
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return false;
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}
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private bool ExportAnimatedGameObjects(AnimationClip[] animClips, GameObject animationRootObject, GameObject exportRoot, FbxScene fbxScene, ref HashSet<AnimationClip> clipSet){
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foreach (var animClip in animClips) {
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if (!clipSet.Add (animClip)) {
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// we have already exported gameobjects for this clip
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continue;
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}
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foreach (EditorCurveBinding uniCurveBinding in AnimationUtility.GetCurveBindings (animClip)) {
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Object uniObj = AnimationUtility.GetAnimatedObject (animationRootObject, uniCurveBinding);
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if (!uniObj) {
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continue;
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}
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//Debug.LogWarning (uniObj.name + ": " + uniCurveBinding.propertyName);
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GameObject unityGo = GetGameObject (uniObj);
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if (!unityGo) {
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continue;
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}
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FbxNode fbxNode;
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ExportGameObjectAndParents (unityGo, exportRoot, fbxScene, out fbxNode);
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// TODO: export animated components
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// check if animated property is part of a light or a camera and export accordingly
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}
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ExportAnimationClip (animClip, animationRootObject, fbxScene);
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}
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return true;
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}
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private bool ExportGameObjectAndParents(GameObject unityGo, GameObject rootObject, FbxScene fbxScene, out FbxNode fbxNode){
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// node already exists
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if (MapUnityObjectToFbxNode.TryGetValue (unityGo, out fbxNode)) {
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return true;
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}
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if (ExportSettings.mayaCompatibleNames) {
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unityGo.name = ConvertToMayaCompatibleName (unityGo.name);
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}
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// create an FbxNode and add it as a child of parent
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fbxNode = FbxNode.Create (fbxScene, GetUniqueName (unityGo.name));
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MapUnityObjectToFbxNode [unityGo] = fbxNode;
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// Default inheritance type in FBX is RrSs, which causes scaling issues in Maya as
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// both Maya and Unity use RSrs inheritance by default.
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// Note: MotionBuilder uses RrSs inheritance by default as well, though it is possible
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// to select a different inheritance type in the UI.
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// Use RSrs as the scaling inhertiance instead.
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fbxNode.SetTransformationInheritType (FbxTransform.EInheritType.eInheritRSrs);
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// TODO: check if GO is a bone and export accordingly
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ExportTransform (unityGo.transform, fbxNode, Vector3.zero, TransformExportType.Local);//newCenter, exportType);
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if (unityGo.transform.parent != null || unityGo.transform.parent != rootObject.transform.parent) {
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FbxNode fbxNodeParent;
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if (!ExportGameObjectAndParents (unityGo.transform.parent.gameObject, rootObject, fbxScene, out fbxNodeParent)) {
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Debug.LogWarningFormat ("Failed to export GameObject {0}", unityGo.transform.parent.name);
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return false;
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}
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fbxNodeParent.AddChild (fbxNode);
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}
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if (unityGo == rootObject) {
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fbxScene.GetRootNode ().AddChild (fbxNode);
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}
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return true;
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}*/
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/// <summary>
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/// Export components on this game object.
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/// Transform components have already been exported.

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