public FbxAxisSystem.EFrontVector GetFrontVector(SWIGTYPE_p_int pSign) { FbxAxisSystem.EFrontVector ret = (FbxAxisSystem.EFrontVector)fbx_wrapperPINVOKE.FbxAxisSystem_GetFrontVector(swigCPtr, SWIGTYPE_p_int.getCPtr(pSign)); if (fbx_wrapperPINVOKE.SWIGPendingException.Pending) { throw fbx_wrapperPINVOKE.SWIGPendingException.Retrieve(); } return(ret); }
public void CreateDocument() { Scene = FbxScene.Create(SdkManager, ""); FbxDocumentInfo SceneInfo = FbxDocumentInfo.Create(SdkManager, "SceneInfo"); SceneInfo.mTitle = new FbxString("Unreal FBX Exporter"); SceneInfo.mSubject = new FbxString("Export FBX meshes from Unreal"); SceneInfo.Original_ApplicationVendor.Set(new FbxString("Epic Games")); SceneInfo.Original_ApplicationName.Set(new FbxString("Unreal Engine")); SceneInfo.Original_ApplicationVersion.Set(new FbxString("4.18")); SceneInfo.LastSaved_ApplicationVendor.Set(new FbxString("Epic Games")); SceneInfo.LastSaved_ApplicationName.Set(new FbxString("Unreal Engine")); SceneInfo.LastSaved_ApplicationVersion.Set(new FbxString("4.18")); FbxAxisSystem.EFrontVector FrontVector = (FbxAxisSystem.EFrontVector)(0 - FbxAxisSystem.EFrontVector.eParityOdd); if (bForceFrontXAxis) { FrontVector = FbxAxisSystem.EFrontVector.eParityEven; } FbxAxisSystem UnrealZUp = new FbxAxisSystem(FbxAxisSystem.EUpVector.eZAxis, FrontVector, FbxAxisSystem.ECoordSystem.eRightHanded); //const FbxAxisSystem UnrealZUp(FbxAxisSystem.EUpVector, FrontVector, FbxAxisSystem::eRightHanded); Scene.GetGlobalSettings().SetAxisSystem(FbxAxisSystem.Max); Scene.GetGlobalSettings().SetOriginalUpAxis(FbxAxisSystem.Max); Scene.GetGlobalSettings().SetSystemUnit(FbxSystemUnit.cm); Scene.SetSceneInfo(SceneInfo); // setup anim stack AnimStack = FbxAnimStack.Create(Scene, "Unreal Take"); //KFbxSet<KTime>(AnimStack.LocalStart, KTIME_ONE_SECOND); AnimStack.Description.Set((new FbxString("Animation Take for Unreal."))); // this take contains one base layer. In fact having at least one layer is mandatory. AnimLayer = FbxAnimLayer.Create(Scene, "Base Layer"); AnimStack.AddMember(AnimLayer); //if(Mathf) }
public FbxAxisSystem(FbxAxisSystem.EUpVector pUpVector, FbxAxisSystem.EFrontVector pFrontVector, FbxAxisSystem.ECoordSystem pCoorSystem) : this(fbx_wrapperPINVOKE.new_FbxAxisSystem__SWIG_1((int)pUpVector, (int)pFrontVector, (int)pCoorSystem), true) { }