public static bool ExportGameObject(GameObject gameObject, List <AssetPreloadData> animationList, string exportPath) { var convert = new ModelConverter(gameObject, animationList); exportPath = exportPath + Studio.FixFileName(gameObject.Text) + ".fbx"; return(ModelConverter(convert, exportPath)); }
public static bool ExportAnimator(AssetPreloadData animator, List <AssetPreloadData> animationList, string exportPath) { var m_Animator = new Animator(animator); var convert = new ModelConverter(m_Animator, animationList); exportPath = exportPath + Studio.FixFileName(animator.Text) + ".fbx"; return(ModelConverter(convert, exportPath)); }
private static bool ModelConverter(ModelConverter convert, string exportPath) { var EulerFilter = (bool)Properties.Settings.Default["EulerFilter"]; var filterPrecision = (float)(decimal)Properties.Settings.Default["filterPrecision"]; var allFrames = (bool)Properties.Settings.Default["allFrames"]; var allBones = (bool)Properties.Settings.Default["allBones"]; var skins = (bool)Properties.Settings.Default["skins"]; var boneSize = (int)(decimal)Properties.Settings.Default["boneSize"]; var flatInbetween = (bool)Properties.Settings.Default["flatInbetween"]; var fbxVersion = (int)Properties.Settings.Default["fbxVersion"]; Fbx.Exporter.Export(exportPath, convert, EulerFilter, filterPrecision, allFrames, allBones, skins, boneSize, flatInbetween, fbxVersion); return(true); }
public static bool ExportAnimator(AssetPreloadData animator, List <AssetPreloadData> animationList, string exportPath) { var EulerFilter = (bool)Properties.Settings.Default["EulerFilter"]; var filterPrecision = (float)(decimal)Properties.Settings.Default["filterPrecision"]; var allFrames = (bool)Properties.Settings.Default["allFrames"]; var allBones = (bool)Properties.Settings.Default["allBones"]; var skins = (bool)Properties.Settings.Default["skins"]; var boneSize = (int)(decimal)Properties.Settings.Default["boneSize"]; var flatInbetween = (bool)Properties.Settings.Default["flatInbetween"]; var compatibility = (bool)Properties.Settings.Default["compatibility"]; var m_Animator = new Animator(animator); var convert = new ModelConverter(m_Animator, animationList); exportPath = exportPath + Studio.FixFileName(animator.Text) + ".fbx"; Fbx.Exporter.Export(exportPath, convert, EulerFilter, filterPrecision, ".fbx", allFrames, allBones, skins, boneSize, flatInbetween, compatibility); return(true); }