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Some fbx animation stubs.
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1 changed files with 9 additions and 0 deletions
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@ -202,6 +202,8 @@ static FbxMesh *create_mesh(FbxScene *s, const block &b)
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lGeometryConverter.ComputePolygonSmoothingFromEdgeSmoothing(m);
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lGeometryConverter.ComputePolygonSmoothingFromEdgeSmoothing(m);
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}
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}
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//m->GetNode()->LclTranslation.GetCurve(myAnimLayer, KFCURVENODE_T_X, true);
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return m;
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return m;
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}
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}
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@ -268,6 +270,13 @@ bool CreateScene(const model &model, const std::string &name, FbxManager* pSdkMa
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static const char* gAmbientElementName = "AmbientUV";
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static const char* gAmbientElementName = "AmbientUV";
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static const char* gSpecularElementName = "SpecularUV";
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static const char* gSpecularElementName = "SpecularUV";
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// https://help.autodesk.com/view/FBX/2020/ENU/?guid=FBX_Developer_Help_animation_example_animating_a_node_html
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// Create an animation stack
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FbxAnimStack* myAnimStack = FbxAnimStack::Create(pScene, "My stack");
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// Create the base layer (this is mandatory)
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FbxAnimLayer* myAnimBaseLayer = FbxAnimLayer::Create(pScene, "Layer0");
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myAnimStack->AddMember(myAnimBaseLayer);
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int engine_id = 0;
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int engine_id = 0;
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int fx_id = 0;
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int fx_id = 0;
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for (auto &b : model.blocks)
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for (auto &b : model.blocks)
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