@@ -1724,6 +1724,8 @@ protected void ExportAnimationClip (AnimationClip uniAnimClip, GameObject uniRoo
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if ( Verbose )
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Debug . Log ( string . Format ( "Exporting animation clip ({1}) for {0}" , uniRoot . name , uniAnimClip . name ) ) ;
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+ Debug . Log ( "ExportAnimationClip: " + uniAnimClip . name + " uniRoot " + uniRoot . name ) ;
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+
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// setup anim stack
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FbxAnimStack fbxAnimStack = FbxAnimStack . Create ( fbxScene , uniAnimClip . name ) ;
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fbxAnimStack . Description . Set ( "Animation Take: " + uniAnimClip . name ) ;
@@ -1768,6 +1770,7 @@ protected void ExportAnimationClip (AnimationClip uniAnimClip, GameObject uniRoo
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foreach ( EditorCurveBinding uniCurveBinding in AnimationUtility . GetCurveBindings ( uniAnimClip ) ) {
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Object uniObj = AnimationUtility . GetAnimatedObject ( uniRoot , uniCurveBinding ) ;
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+ Debug . Log ( "Curve " + uniObj . name + " uniCurveBinding " + uniCurveBinding . propertyName ) ;
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if ( ! uniObj ) { continue ; }
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AnimationCurve uniAnimCurve = AnimationUtility . GetEditorCurve ( uniAnimClip , uniCurveBinding ) ;
@@ -1846,6 +1849,8 @@ ref Dictionary<GameObject, RotationCurve> rotations
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/// </summary>
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protected void ExportAnimation ( GameObject uniRoot , FbxScene fbxScene )
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{
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+ Debug . Log ( "Export animation: " + uniRoot . name ) ;
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+
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var exportedClips = new HashSet < AnimationClip > ( ) ;
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var uniAnimator = uniRoot . GetComponent < Animator > ( ) ;
@@ -2507,6 +2512,7 @@ protected Dictionary<GameObject, AnimationOnlyExportData> GetAnimationExportData
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/// </summary>
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protected bool ExportComponents ( FbxScene fbxScene )
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{
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+ bool removeAnimationsFromSkinnedMeshRenderer = true ;
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var animationNodes = new HashSet < GameObject > ( ) ;
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int numObjectsExported = 0 ;
@@ -2542,6 +2548,8 @@ protected bool ExportComponents(FbxScene fbxScene)
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ExportLight ( unityGo , fbxScene , fbxNode ) ;
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}
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+ bool hasSkinned = unityGo . GetComponent < SkinnedMeshRenderer > ( ) != null ;
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+ Debug . Log ( unityGo . name + " hasSkinned " + hasSkinned . ToString ( ) ) ;
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// check if this object contains animation, keep track of it
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// if it does
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if ( GameObjectHasAnimation ( unityGo ) ) {
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