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move "_Skin" to a const variable
* also update documentation
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Assets/FbxExporters/Editor/FbxExporter.cs

Lines changed: 8 additions & 11 deletions
Original file line numberDiff line numberDiff line change
@@ -109,6 +109,8 @@ public enum ExportFormat
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private const string SkeletonPrefix = "_Skel";
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private const string FbxSkinPrefix = "_Skin";
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/// <summary>
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/// name prefix for custom properties
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/// </summary>
@@ -981,7 +983,7 @@ private bool ExportSkin (SkinnedMeshRenderer skinnedMesh,
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MeshInfo meshInfo, FbxScene fbxScene, FbxMesh fbxMesh,
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FbxNode fbxRootNode)
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{
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FbxSkin fbxSkin = FbxSkin.Create (fbxScene, (skinnedMesh.name + "_Skin"));
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FbxSkin fbxSkin = FbxSkin.Create (fbxScene, (skinnedMesh.name + FbxSkinPrefix));
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FbxAMatrix fbxMeshMatrix = fbxRootNode.EvaluateGlobalTransform ();
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@@ -1019,7 +1021,7 @@ private bool ExportSkin (SkinnedMeshRenderer skinnedMesh,
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}
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/// <summary>
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/// set weight vertices to cluster
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/// set vertex weights in cluster
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/// </summary>
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private void SetVertexWeights (MeshInfo meshInfo, Dictionary<int, FbxCluster> boneCluster)
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{
@@ -1825,14 +1827,7 @@ private string GetUniqueName(string name)
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/// <summary>
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/// Creates an FbxNode for each GameObject.
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/// </summary>
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/// <returns>The nodes.</returns>
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/// <param name="unityGo">Unity go.</param>
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/// <param name="fbxScene">Fbx scene.</param>
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/// <param name="fbxNodeParent">Fbx node parent.</param>
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/// <param name="exportProgress">Export progress.</param>
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/// <param name="objectCount">Object count.</param>
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/// <param name="newCenter">New center.</param>
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/// <param name="exportType">Export type.</param>
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/// <returns>The number of nodes exported.</returns>
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protected int ExportNodes(
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GameObject unityGo, FbxScene fbxScene, FbxNode fbxNodeParent,
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int exportProgress, int objectCount, Vector3 newCenter,
@@ -1880,7 +1875,9 @@ protected int ExportNodes(
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}
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/// <summary>
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/// Unconditionally export components on this game object
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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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/// </summary>
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protected bool ExportComponents(FbxScene fbxScene)
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{

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