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update comments and variable name for clarity
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com.unity.formats.fbx/Editor/FbxExporter.cs

Lines changed: 5 additions & 5 deletions
Original file line numberDiff line numberDiff line change
@@ -951,13 +951,13 @@ SkinnedMeshRenderer unitySkin
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// Get prerotation
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var fbxPreRotationEuler = fbxBone.GetPreRotation(FbxNode.EPivotSet.eSourcePivot);
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// Convert the prerotation to a Quaternion (so that it can be inverted)
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var fbxPreRotationInverse = ModelExporter.EulerToQuaternion(fbxPreRotationEuler);
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// Get the inverse of the prerotation
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fbxPreRotationInverse.Inverse();
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// Convert the prerotation to a Quaternion
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var fbxPreRotationQuaternion = ModelExporter.EulerToQuaternion(fbxPreRotationEuler);
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// Inverse of the prerotation
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fbxPreRotationQuaternion.Inverse();
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// Multiply LclRotation by pre-rotation inverse to get the LclRotation without pre-rotation applied
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var fbxFinalQuat = fbxPreRotationInverse * EulerToQuaternion(new FbxVector4(fbxBone.LclRotation.Get()));
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var fbxFinalQuat = fbxPreRotationQuaternion * EulerToQuaternion(new FbxVector4(fbxBone.LclRotation.Get()));
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var quatToEulerMatrix = new FbxAMatrix();
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quatToEulerMatrix.SetQ(fbxFinalQuat);

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