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Assets/FbxExporters/Editor/FbxExporter.cs

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Original file line numberDiff line numberDiff line change
@@ -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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// 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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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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