@@ -1828,7 +1828,7 @@ private string GetUniqueName(string name)
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/// Creates an FbxNode for each GameObject.
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/// </summary>
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/// <returns>The number of nodes exported.</returns>
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- protected int ExportNodes (
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+ protected int ExportTransformHierarchy (
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GameObject unityGo , FbxScene fbxScene , FbxNode fbxNodeParent ,
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int exportProgress , int objectCount , Vector3 newCenter ,
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TransformExportType exportType = TransformExportType . Local )
@@ -1868,16 +1868,16 @@ protected int ExportNodes(
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// now unityGo through our children and recurse
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foreach ( Transform childT in unityGo . transform ) {
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- numObjectsExported = ExportNodes ( childT . gameObject , fbxScene , fbxNode , numObjectsExported , objectCount , newCenter ) ;
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+ numObjectsExported = ExportTransformHierarchy ( childT . gameObject , fbxScene , fbxNode , numObjectsExported , objectCount , newCenter ) ;
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}
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return numObjectsExported ;
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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 and animation have already been exported.
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- /// This function exports the other components.
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+ /// Transform components have already been exported.
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+ /// This function exports the other components and animation .
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/// </summary>
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protected bool ExportComponents ( FbxScene fbxScene )
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{
@@ -2150,7 +2150,7 @@ public int ExportAll (IEnumerable<UnityEngine.Object> unityExportSet)
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if ( revisedExportSet . Count == 1 ) {
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foreach ( var unityGo in revisedExportSet ) {
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- exportProgress = this . ExportNodes (
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+ exportProgress = this . ExportTransformHierarchy (
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unityGo , fbxScene , fbxRootNode , exportProgress ,
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count , Vector3 . zero , TransformExportType . Reset ) ;
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if ( exportCancelled || exportProgress < 0 ) {
@@ -2164,7 +2164,7 @@ public int ExportAll (IEnumerable<UnityEngine.Object> unityExportSet)
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Vector3 center = ExportSettings . centerObjects ? FindCenter ( revisedExportSet ) : Vector3 . zero ;
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foreach ( var unityGo in revisedExportSet ) {
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- exportProgress = this . ExportNodes ( unityGo , fbxScene , fbxRootNode ,
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+ exportProgress = this . ExportTransformHierarchy ( unityGo , fbxScene , fbxRootNode ,
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exportProgress , count , center , TransformExportType . Global ) ;
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if ( exportCancelled || exportProgress < 0 ) {
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Debug . LogWarning ( "Export Cancelled" ) ;
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