@@ -766,7 +766,7 @@ protected bool ExportInstance (GameObject unityGo, FbxNode fbxNode, FbxScene fbx
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/// <summary>
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/// Exports camera component
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/// </summary>
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- protected bool ExportCamera ( GameObject unityGO , FbxScene fbxScene , FbxNode fbxNode , bool addAsChildNode = false )
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+ protected bool ExportCamera ( GameObject unityGO , FbxScene fbxScene , FbxNode fbxNode )
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{
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Camera unityCamera = unityGO . GetComponent < Camera > ( ) ;
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if ( unityCamera == null ) {
@@ -806,29 +806,22 @@ protected bool ExportCamera (GameObject unityGO, FbxScene fbxScene, FbxNode fbxN
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// FarPlane
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fbxCamera . SetFarPlane ( unityCamera . farClipPlane * 100 ) ;
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- FbxNode cameraNode = fbxNode ;
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- // fbxNode already has a node attribute, so add the camera as a child of fbxNode
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- if ( addAsChildNode ) {
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- cameraNode = FbxNode . Create ( fbxScene , GetUniqueName ( unityGO . name + "_Camera" ) ) ;
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- fbxNode . AddChild ( cameraNode ) ;
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- }
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-
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// Export backgroundColor as a custom property
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// NOTE: export on fbxNode so that it will show up in Maya
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- ExportColorProperty ( cameraNode , unityCamera . backgroundColor ,
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+ ExportColorProperty ( fbxNode , unityCamera . backgroundColor ,
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MakeName ( "backgroundColor" ) ,
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"The color with which the screen will be cleared." ) ;
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// Export clearFlags as a custom property
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// NOTE: export on fbxNode so that it will show up in Maya
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- ExportIntProperty ( cameraNode , ( int ) unityCamera . clearFlags ,
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+ ExportIntProperty ( fbxNode , ( int ) unityCamera . clearFlags ,
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MakeName ( "clearFlags" ) ,
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"How the camera clears the background." ) ;
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- cameraNode . SetNodeAttribute ( fbxCamera ) ;
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+ fbxNode . SetNodeAttribute ( fbxCamera ) ;
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// make the last camera exported the default camera
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- DefaultCamera = cameraNode . GetName ( ) ;
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+ DefaultCamera = fbxNode . GetName ( ) ;
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return true ;
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}
@@ -939,10 +932,10 @@ protected int ExportComponents (
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exportedMesh = ExportMesh ( unityGo , fbxNode ) ;
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}
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- // try export camera
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- // if a mesh has already been added to fbxNode, add camera as child node of fbxNode
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- bool addAsChildNode = exportedMesh ? true : false ; // adding this extra step so it's clearer what we are passing
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- ExportCamera ( unityGo , fbxScene , fbxNode , addAsChildNode ) ;
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+ // export camera, but only if no mesh was exported
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+ if ( ! exportedMesh ) {
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+ ExportCamera ( unityGo , fbxScene , fbxNode ) ;
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+ }
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if ( Verbose )
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Debug . Log ( string . Format ( "exporting {0}" , fbxNode . GetName ( ) ) ) ;
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