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

Lines changed: 6 additions & 6 deletions
Original file line numberDiff line numberDiff line change
@@ -590,6 +590,9 @@ public bool ExportMesh (Mesh mesh, FbxNode fbxNode, Material[] materials = null)
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return ExportMesh(meshInfo, fbxNode);
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}
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593+
/// <summary>
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/// Keeps track of the index of each point in the exported vertex array.
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/// </summary>
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private Dictionary<Vector3, int> ControlPointToIndex = new Dictionary<Vector3, int> ();
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/// <summary>
@@ -791,7 +794,6 @@ private bool ExportSkeleton (SkinnedMeshRenderer skinnedMesh, FbxScene fbxScene)
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fbxSkeleton.SetSkeletonType (fbxSkeletonType);
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fbxSkeleton.Size.Set (1.0f*UnitScaleFactor);
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fbxBoneNode.SetNodeAttribute (fbxSkeleton);
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//if (Verbose) { Debug.Log("Converted " + unityBoneTransform.name + " to a " + fbxSkeletonType + " bone"); }
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}
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}
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@@ -1165,14 +1167,12 @@ protected int ExportComponents (
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unityGo.name = ConvertToMayaCompatibleName (unityGo.name);
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}
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1170+
// create an FbxNode and add it as a child of parent
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FbxNode fbxNode;
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bool alreadyExported = MapUnityObjectToFbxNode.TryGetValue (unityGo, out fbxNode);
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if (!alreadyExported) {
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fbxNode = FbxNode.Create (fbxScene, GetUniqueName (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 = FbxNode.Create (fbxScene, GetUniqueName (unityGo.name));
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NumNodes++;
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numObjectsExported++;
@@ -1209,8 +1209,8 @@ protected int ExportComponents (
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MapUnityObjectToFbxNode.Add (unityGo, fbxNode);
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}
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1212-
//if (Verbose)
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// Debug.Log (string.Format ("exporting {0}", fbxNode.GetName ()));
1212+
if (Verbose)
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Debug.Log (string.Format ("exporting {0}", fbxNode.GetName ()));
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fbxNodeParent.AddChild (fbxNode);
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