/// <summary> /// Export the mesh's vertex color using layer 0. /// </summary> /// public void ExportVertexColors(MeshInfo mesh, FbxMesh fbxMesh) { // Set the normals on Layer 0. FbxLayer fbxLayer = fbxMesh.GetLayer(0 /* default layer */); if (fbxLayer == null) { fbxMesh.CreateLayer(); fbxLayer = fbxMesh.GetLayer(0 /* default layer */); } using (var fbxLayerElement = FbxLayerElementVertexColor.Create(fbxMesh, "VertexColors")) { fbxLayerElement.SetMappingMode(FbxLayerElement.EMappingMode.eByControlPoint); // TODO: normals for each triangle vertex instead of averaged per control point //fbxNormalLayer.SetMappingMode (FbxLayerElement.eByPolygonVertex); fbxLayerElement.SetReferenceMode(FbxLayerElement.EReferenceMode.eDirect); // Add one normal per each vertex face index (3 per triangle) FbxLayerElementArray fbxElementArray = fbxLayerElement.GetDirectArray(); for (int n = 0; n < mesh.VertexColors.Length; n++) { // Converting to Color from Color32, as Color32 stores the colors // as ints between 0-255, while FbxColor and Color // use doubles between 0-1 Color color = mesh.VertexColors [n]; fbxElementArray.Add(new FbxColor(color.r, color.g, color.b, color.a)); } fbxLayer.SetVertexColors(fbxLayerElement); } }
public FbxLayerElementVertexColor GetElementVertexColor(int pIndex) { global::System.IntPtr cPtr = FbxWrapperNativePINVOKE.FbxGeometryBase_GetElementVertexColor__SWIG_0(swigCPtr, pIndex); FbxLayerElementVertexColor ret = (cPtr == global::System.IntPtr.Zero) ? null : new FbxLayerElementVertexColor(cPtr, false); return(ret); }
public FbxLayerElementVertexColor CreateElementVertexColor() { global::System.IntPtr cPtr = FbxWrapperNativePINVOKE.FbxGeometryBase_CreateElementVertexColor(swigCPtr); FbxLayerElementVertexColor ret = (cPtr == global::System.IntPtr.Zero) ? null : new FbxLayerElementVertexColor(cPtr, false); return(ret); }
public static FbxLayerElementVertexColor Create(FbxLayerContainer pOwner, string pName) { global::System.IntPtr cPtr = FbxWrapperNativePINVOKE.FbxLayerElementVertexColor_Create(FbxLayerContainer.getCPtr(pOwner), pName); FbxLayerElementVertexColor ret = (cPtr == global::System.IntPtr.Zero) ? null : new FbxLayerElementVertexColor(cPtr, false); return(ret); }
public FbxLayerElementVertexColor GetElementVertexColor() { global::System.IntPtr cPtr = fbx_wrapperPINVOKE.FbxGeometryBase_GetElementVertexColor__SWIG_1(swigCPtr); FbxLayerElementVertexColor ret = (cPtr == global::System.IntPtr.Zero) ? null : new FbxLayerElementVertexColor(cPtr, false); return(ret); }
public FbxLayerElementVertexColor GetVertexColors() { global::System.IntPtr cPtr = FbxWrapperNativePINVOKE.FbxLayer_GetVertexColors__SWIG_0(swigCPtr); FbxLayerElementVertexColor ret = (cPtr == global::System.IntPtr.Zero) ? null : new FbxLayerElementVertexColor(cPtr, false); return(ret); }
public void SetVertexColors(FbxLayerElementVertexColor pVertexColors) { NativeMethods.FbxLayer_SetVertexColors(swigCPtr, FbxLayerElementVertexColor.getCPtr(pVertexColors)); if (NativeMethods.SWIGPendingException.Pending) { throw NativeMethods.SWIGPendingException.Retrieve(); } }
public static FbxLayerElementVertexColor Create(FbxLayerContainer pOwner, string pName) { global::System.IntPtr cPtr = NativeMethods.FbxLayerElementVertexColor_Create(FbxLayerContainer.getCPtr(pOwner), pName); FbxLayerElementVertexColor ret = (cPtr == global::System.IntPtr.Zero) ? null : new FbxLayerElementVertexColor(cPtr, false); if (NativeMethods.SWIGPendingException.Pending) { throw NativeMethods.SWIGPendingException.Retrieve(); } return(ret); }
public FbxLayerElementVertexColor GetVertexColors() { global::System.IntPtr cPtr = NativeMethods.FbxLayer_GetVertexColors(swigCPtr); FbxLayerElementVertexColor ret = (cPtr == global::System.IntPtr.Zero) ? null : new FbxLayerElementVertexColor(cPtr, false); if (NativeMethods.SWIGPendingException.Pending) { throw NativeMethods.SWIGPendingException.Retrieve(); } return(ret); }
public void TestSetVertexColors() { // make sure nothing crashes m_fbxLayer.SetVertexColors(FbxLayerElementVertexColor.Create(m_fbxMesh, "")); Assert.IsNotNull(m_fbxLayer.GetVertexColors()); // test null m_fbxLayer.SetVertexColors(null); Assert.IsNull(m_fbxLayer.GetVertexColors()); // test destroyed FbxLayerElementVertexColor vertexColor = FbxLayerElementVertexColor.Create(m_fbxMesh, ""); vertexColor.Dispose(); m_fbxLayer.SetVertexColors(vertexColor); }
static void ReadColor(MeshData data) { FbxLayerElementVertexColor pVertexColors = data.Mesh.GetElementVertexColor(); if (pVertexColors == null) { for (int i = 0; i < data.Vertices.Length; i++) { data.Vertices[i].Vertex.Color = new ColorValue(1, 1, 1); } return; } var mappingMode = pVertexColors.GetMappingMode(); if (!CheckPolygonVertexOrControlPoint(mappingMode)) { FbxImportLog.LogWarning(data.Node, $"has unsupported VertexColors mapping mode: {pVertexColors.GetMappingMode()}"); return; } data.VertexComponents |= StandardVertex.Components.Color; var indexArray = pVertexColors.GetReferenceMode() != FbxLayerElement.EReferenceMode.eDirect ? pVertexColors.GetIndexArray() : null; var directArray = pVertexColors.GetDirectArray(); for (int i = 0; i < data.Vertices.Length; i++) { ref VertexInfo vertex = ref data.Vertices[i]; FbxColor color = null; switch (pVertexColors.GetMappingMode()) { case FbxLayerElement.EMappingMode.eByPolygonVertex: color = directArray.GetAt(indexArray?.GetAt(vertex.PolygonVertexIndex) ?? vertex.PolygonVertexIndex); break; case FbxLayerElement.EMappingMode.eByControlPoint: color = directArray.GetAt(indexArray?.GetAt(vertex.ControlPointIndex) ?? vertex.ControlPointIndex); break; } data.Vertices[i].Vertex.Color = color?.ToColorValue() ?? new ColorValue(1, 1, 1); }
internal static global::System.Runtime.InteropServices.HandleRef getCPtr(FbxLayerElementVertexColor obj) { return((obj == null) ? new global::System.Runtime.InteropServices.HandleRef(null, global::System.IntPtr.Zero) : obj.swigCPtr); }
public void SetVertexColors(FbxLayerElementVertexColor pVertexColors) { FbxWrapperNativePINVOKE.FbxLayer_SetVertexColors(swigCPtr, FbxLayerElementVertexColor.getCPtr(pVertexColors)); }
protected override FbxScene CreateScene(FbxManager manager) { FbxScene scene = base.CreateScene(manager); // Add normals, binormals, UVs, tangents and vertex colors to the cube FbxMesh cubeMesh = scene.GetRootNode().GetChild(0).GetMesh(); // Add normals /// Set the Normals on Layer 0. FbxLayer fbxLayer = cubeMesh.GetLayer(0 /* default layer */); if (fbxLayer == null) { cubeMesh.CreateLayer(); fbxLayer = cubeMesh.GetLayer(0 /* default layer */); } using (var fbxLayerElement = FbxLayerElementNormal.Create(cubeMesh, "Normals")) { fbxLayerElement.SetMappingMode(FbxLayerElement.EMappingMode.eByControlPoint); fbxLayerElement.SetReferenceMode(FbxLayerElement.EReferenceMode.eDirect); // Add one normal per each vertex face index (3 per triangle) FbxLayerElementArray fbxElementArray = fbxLayerElement.GetDirectArray(); // Assign the normal vectors in the same order the control points were defined FbxVector4[] normals = { normalZPos, normalXPos, normalZNeg, normalXNeg, normalYPos, normalYNeg }; for (int n = 0; n < normals.Length; n++) { for (int i = 0; i < 4; i++) { fbxElementArray.Add(normals [n]); } } fbxLayer.SetNormals(fbxLayerElement); } /// Set the binormals on Layer 0. using (var fbxLayerElement = FbxLayerElementBinormal.Create(cubeMesh, "Binormals")) { fbxLayerElement.SetMappingMode(FbxLayerElement.EMappingMode.eByControlPoint); fbxLayerElement.SetReferenceMode(FbxLayerElement.EReferenceMode.eDirect); // Add one normal per each vertex face index (3 per triangle) FbxLayerElementArray fbxElementArray = fbxLayerElement.GetDirectArray(); for (int n = 0; n < cubeMesh.GetControlPointsCount(); n++) { fbxElementArray.Add(new FbxVector4(-1, 0, 1)); // TODO: set to correct values } fbxLayer.SetBinormals(fbxLayerElement); } /// Set the tangents on Layer 0. using (var fbxLayerElement = FbxLayerElementTangent.Create(cubeMesh, "Tangents")) { fbxLayerElement.SetMappingMode(FbxLayerElement.EMappingMode.eByControlPoint); fbxLayerElement.SetReferenceMode(FbxLayerElement.EReferenceMode.eDirect); // Add one normal per each vertex face index (3 per triangle) FbxLayerElementArray fbxElementArray = fbxLayerElement.GetDirectArray(); for (int n = 0; n < cubeMesh.GetControlPointsCount(); n++) { fbxElementArray.Add(new FbxVector4(0, -1, 1)); // TODO: set to correct values } fbxLayer.SetTangents(fbxLayerElement); } // set the vertex colors using (var fbxLayerElement = FbxLayerElementVertexColor.Create(cubeMesh, "VertexColors")) { fbxLayerElement.SetMappingMode(FbxLayerElement.EMappingMode.eByControlPoint); fbxLayerElement.SetReferenceMode(FbxLayerElement.EReferenceMode.eDirect); // Add one normal per each vertex face index (3 per triangle) FbxLayerElementArray fbxElementArray = fbxLayerElement.GetDirectArray(); // make each vertex either black or white for (int n = 0; n < cubeMesh.GetControlPointsCount(); n++) { fbxElementArray.Add(new FbxColor(n % 2, n % 2, n % 2)); } fbxLayer.SetVertexColors(fbxLayerElement); } // set the UVs using (var fbxLayerElement = FbxLayerElementUV.Create(cubeMesh, "UVSet")) { fbxLayerElement.SetMappingMode(FbxLayerElement.EMappingMode.eByPolygonVertex); fbxLayerElement.SetReferenceMode(FbxLayerElement.EReferenceMode.eIndexToDirect); // set texture coordinates per vertex FbxLayerElementArray fbxElementArray = fbxLayerElement.GetDirectArray(); for (int n = 0; n < 8; n++) { fbxElementArray.Add(new FbxVector2(n % 2, 1)); // TODO: switch to correct values } // For each face index, point to a texture uv FbxLayerElementArray fbxIndexArray = fbxLayerElement.GetIndexArray(); fbxIndexArray.SetCount(24); for (int vertIndex = 0; vertIndex < 24; vertIndex++) { fbxIndexArray.SetAt(vertIndex, vertIndex % 8); // TODO: switch to correct values } fbxLayer.SetUVs(fbxLayerElement, FbxLayerElement.EType.eTextureDiffuse); } return(scene); }
public void SetVertexColors(FbxLayerElementVertexColor pVertexColors) { fbx_wrapperPINVOKE.FbxLayer_SetVertexColors(swigCPtr, FbxLayerElementVertexColor.getCPtr(pVertexColors)); }
public bool RemoveElementVertexColor(FbxLayerElementVertexColor pElementVertexColor) { bool ret = fbx_wrapperPINVOKE.FbxGeometryBase_RemoveElementVertexColor(swigCPtr, FbxLayerElementVertexColor.getCPtr(pElementVertexColor)); return(ret); }
public static bool ExportToFBX(Component_Mesh sourceMesh, string realFileName, out string error) { //!!!!как для Vegetation. оверрайдить в Component_Mesh? //get mesh data var operations = new List <Component_RenderingPipeline.RenderSceneData.MeshDataRenderOperation>(); foreach (var geometry in sourceMesh.GetComponents <Component_MeshGeometry>()) { if (geometry.Enabled) { geometry.CompileDataOfThisObject(out var operation); if (operation != null) { operations.Add(operation); } } } //foreach( var geometry in mesh.Result.MeshData.RenderOperations ) //{ //} FbxManager manager = null; FbxIOSettings setting = null; FbxExporter exporter = null; FbxScene scene = null; try { //init FBX manager manager = FbxManager.Create(); setting = FbxIOSettings.Create(manager, "IOSRoot"); manager.SetIOSettings(setting); scene = FbxScene.Create(manager, "scene"); scene.GetGlobalSettings().SetAxisSystem(new FbxAxisSystem(FbxAxisSystem.EPreDefinedAxisSystem.eMax)); scene.GetGlobalSettings().SetSystemUnit(new FbxSystemUnit(100)); //init FBX scene for (int nOper = 0; nOper < operations.Count; nOper++) { var oper = operations[nOper]; //get data Vector3F[] positions = null; Vector3F[] normals = null; var texCoords = new List <Vector2F[]>(); ColorValue[] colors = null; Vector3F[] tangents = null; Vector3F[] binormals = null; //Position { if (oper.VertexStructure.GetElementBySemantic(VertexElementSemantic.Position, out VertexElement element) && element.Type == VertexElementType.Float3) { var buffer = oper.VertexBuffers[element.Source]; positions = buffer.ExtractChannel <Vector3F>(element.Offset); } } //Normal { if (oper.VertexStructure.GetElementBySemantic(VertexElementSemantic.Normal, out VertexElement element) && element.Type == VertexElementType.Float3) { var buffer = oper.VertexBuffers[element.Source]; normals = buffer.ExtractChannel <Vector3F>(element.Offset); } } //TexCoord for (var channel = VertexElementSemantic.TextureCoordinate0; channel <= VertexElementSemantic.TextureCoordinate3; channel++) { if (oper.VertexStructure.GetElementBySemantic(channel, out VertexElement element) && element.Type == VertexElementType.Float2) { var buffer = oper.VertexBuffers[element.Source]; texCoords.Add(buffer.ExtractChannel <Vector2F>(element.Offset)); } } //Color { if (oper.VertexStructure.GetElementBySemantic(VertexElementSemantic.Color0, out VertexElement element)) { if (element.Type == VertexElementType.Float4) { var buffer = oper.VertexBuffers[element.Source]; var values = buffer.ExtractChannel <Vector4F>(element.Offset); colors = new ColorValue[positions.Length]; int destIndex = 0; foreach (var p in values) { colors[destIndex++] = p.ToColorValue(); } } else if (element.Type == VertexElementType.ColorABGR) { //!!!!check var buffer = oper.VertexBuffers[element.Source]; var values = buffer.ExtractChannel <uint>(element.Offset); colors = new ColorValue[positions.Length]; int destIndex = 0; foreach (var p in values) { colors[destIndex++] = new ColorValue(ColorByte.FromABGR(p)); } } else if (element.Type == VertexElementType.ColorARGB) { //!!!!check var buffer = oper.VertexBuffers[element.Source]; var values = buffer.ExtractChannel <uint>(element.Offset); colors = new ColorValue[positions.Length]; int destIndex = 0; foreach (var p in values) { colors[destIndex++] = new ColorValue(ColorByte.FromARGB(p)); } } } } //Tangent, Binormal if (normals != null) { if (oper.VertexStructure.GetElementBySemantic(VertexElementSemantic.Tangent, out VertexElement element) && element.Type == VertexElementType.Float4) { var buffer = oper.VertexBuffers[element.Source]; var tangents4 = buffer.ExtractChannel <Vector4F>(element.Offset); tangents = new Vector3F[tangents4.Length]; binormals = new Vector3F[tangents4.Length]; int destIndex = 0; foreach (var p in tangents4) { tangents[destIndex] = p.ToVector3F(); binormals[destIndex] = Vector3F.Cross(p.ToVector3F(), normals[destIndex]) * p.W; destIndex++; } } } //indices int[] indices = null; if (oper.IndexBuffer != null) { indices = oper.IndexBuffer.Indices; } //create geometry var geometryName = "Geometry " + nOper.ToString(); var mesh = FbxMesh.Create(scene, geometryName); mesh.InitControlPoints(positions.Length); FbxLayerElementNormal elementNormals = null; if (normals != null) { elementNormals = mesh.CreateElementNormal(); elementNormals.SetMappingMode(FbxLayerElement.EMappingMode.eByControlPoint); elementNormals.SetReferenceMode(FbxLayerElement.EReferenceMode.eDirect); } FbxLayerElementVertexColor elementColors = null; if (colors != null) { elementColors = mesh.CreateElementVertexColor(); elementColors.SetMappingMode(FbxLayerElement.EMappingMode.eByControlPoint); elementColors.SetReferenceMode(FbxLayerElement.EReferenceMode.eDirect); } FbxLayerElementTangent elementTangents = null; if (tangents != null) { elementTangents = mesh.CreateElementTangent(); elementTangents.SetMappingMode(FbxLayerElement.EMappingMode.eByControlPoint); elementTangents.SetReferenceMode(FbxLayerElement.EReferenceMode.eDirect); } FbxLayerElementBinormal elementBinormals = null; if (binormals != null) { elementBinormals = mesh.CreateElementBinormal(); elementBinormals.SetMappingMode(FbxLayerElement.EMappingMode.eByControlPoint); elementBinormals.SetReferenceMode(FbxLayerElement.EReferenceMode.eDirect); } var uvElements = new List <FbxLayerElementUV>(); for (int uvIndex = 0; uvIndex < texCoords.Count; uvIndex++) { var pUVElement = mesh.CreateElementUV("texcoord" + uvIndex.ToString()); pUVElement.SetMappingMode(FbxLayerElement.EMappingMode.eByControlPoint); pUVElement.SetReferenceMode(FbxLayerElement.EReferenceMode.eDirect); uvElements.Add(pUVElement); } for (int n = 0; n < positions.Length; n++) { mesh.SetControlPointAt(ToFbxVector4(positions[n]), n); if (normals != null) { elementNormals.GetDirectArray().Add(ToFbxVector4(normals[n])); } for (int uvIndex = 0; uvIndex < texCoords.Count; uvIndex++) { var texCoord = texCoords[uvIndex][n]; texCoord.Y = 1.0f - texCoord.Y; uvElements[uvIndex].GetDirectArray().Add(ToFbxVector2(texCoord)); } if (colors != null) { elementColors.GetDirectArray().Add(ToFbxColor(colors[n])); } if (tangents != null) { elementTangents.GetDirectArray().Add(ToFbxVector4(tangents[n])); } if (binormals != null) { elementBinormals.GetDirectArray().Add(ToFbxVector4(binormals[n])); } } if (normals != null) { mesh.GetLayer(0).SetNormals(elementNormals); } if (colors != null) { mesh.GetLayer(0).SetVertexColors(elementColors); } if (tangents != null) { mesh.GetLayer(0).SetTangents(elementTangents); } if (binormals != null) { mesh.GetLayer(0).SetBinormals(elementBinormals); } int polygonCount = indices.Length / 3; for (int i = 0; i < polygonCount; i++) { mesh.BeginPolygon(-1, -1, -1, false); for (int j = 0; j < 3; j++) { int currentIndex = i * 3 + j; int vertexIndex = indices[currentIndex]; mesh.AddPolygon(vertexIndex); } mesh.EndPolygon(); } var node = FbxNode.Create(scene, geometryName); node.SetNodeAttribute(mesh); scene.GetRootNode().AddChild(mesh.GetNode()); } //save exporter = FbxExporter.Create(manager, ""); if (!exporter.Initialize(realFileName, -1, manager.GetIOSettings())) { error = "Can't initialize FBX exporter."; return(false); } if (!exporter.Export(scene)) { error = "Export to FBX failed."; return(false); } } finally { try { scene?.Destroy(); } catch { } try { exporter?.Destroy(); } catch { } try { setting?.Destroy(); } catch { } try { manager?.Destroy(); } catch { } } foreach (var op in operations) { op.DisposeBuffers(); } error = ""; return(true); }
// For use only by FbxExportGlobals. internal static FbxMesh CreateFbxMesh(FbxExportGlobals G, GeometryPool pool, string poolName) { FbxMesh fbxMesh = FbxMesh.Create(G.m_manager, poolName); ExportMesh mesh = new ExportMesh(pool); int nVerts = mesh.m_pool.m_Vertices.Count; fbxMesh.InitControlPoints(nVerts); unsafe { fixed(Vector3 *f = mesh.m_pool.m_Vertices.GetBackingArray()) { Globals.SetControlPoints(fbxMesh, (IntPtr)f); } } List <int> triangles = mesh.m_pool.m_Tris; // Not available in Unity's wrappers // fbxMesh.ReservePolygonCount(triangles.Count / 3); // fbxMesh.ReservePolygonVertexCount(triangles.Count); for (int i = 0; i < triangles.Count; i += 3) { fbxMesh.BeginPolygon(-1 /* Material */, -1 /* Texture */, -1 /* Group */, false /* Legacy */); fbxMesh.AddPolygon(triangles[i]); fbxMesh.AddPolygon(triangles[i + 1]); fbxMesh.AddPolygon(triangles[i + 2]); fbxMesh.EndPolygon(); } FbxLayer layer0 = fbxMesh.GetLayer(0); if (layer0 == null) { fbxMesh.CreateLayer(); layer0 = fbxMesh.GetLayer(0); } var layerElementNormal = FbxLayerElementNormal.Create(fbxMesh, "normals"); layerElementNormal.SetMappingMode(FbxLayerElement.EMappingMode.eByControlPoint); layerElementNormal.SetReferenceMode(FbxLayerElement.EReferenceMode.eDirect); CopyToFbx(layerElementNormal.GetDirectArray(), mesh.m_pool.m_Normals); layer0.SetNormals(layerElementNormal); var layerElementColor = FbxLayerElementVertexColor.Create(fbxMesh, "color"); layerElementColor.SetMappingMode(FbxLayerElement.EMappingMode.eByControlPoint); layerElementColor.SetReferenceMode(FbxLayerElement.EReferenceMode.eDirect); CopyToFbx(layerElementColor.GetDirectArray(), mesh.m_linearColor); layer0.SetVertexColors(layerElementColor); var layerElementTangent = FbxLayerElementTangent.Create(fbxMesh, "tangents"); layerElementTangent.SetMappingMode(FbxLayerElement.EMappingMode.eByControlPoint); layerElementTangent.SetReferenceMode(FbxLayerElement.EReferenceMode.eDirect); CopyToFbx(layerElementTangent.GetDirectArray(), mesh.m_pool.m_Tangents); layer0.SetTangents(layerElementTangent); // Compute and export binormals since Unity's FBX importer won't import the tangents without // them, even though they're not used. var layerElementBinormal = FbxLayerElementBinormal.Create(fbxMesh, "binormals"); layerElementBinormal.SetMappingMode(FbxLayerElement.EMappingMode.eByControlPoint); layerElementBinormal.SetReferenceMode(FbxLayerElement.EReferenceMode.eDirect); var binormals = mesh.m_pool.m_Tangents .Select((tan, idx) => { var b3 = Vector3.Cross(tan, mesh.m_pool.m_Normals[idx]) * tan.w; return(new Vector4(b3.x, b3.y, b3.z, 1)); }) .ToList(); CopyToFbx(layerElementBinormal.GetDirectArray(), binormals); layer0.SetBinormals(layerElementBinormal); var layerElementMaterial = FbxLayerElementMaterial.Create(fbxMesh, "materials"); layerElementMaterial.SetMappingMode(FbxLayerElement.EMappingMode.eAllSame); layer0.SetMaterials(layerElementMaterial); // Export everything up to the last uvset containing data // even if some intermediate uvsets have no data. // Otherwise Unity will get the uvset numbering wrong on import List <List <Vector2> > uvSets = DemuxTexcoords(mesh.m_pool); for (int i = 0; i < uvSets.Count; i++) { FbxLayer layerN = fbxMesh.GetLayer(i); while (layerN == null) { fbxMesh.CreateLayer(); layerN = fbxMesh.GetLayer(i); } var layerElementUV = FbxLayerElementUV.Create(fbxMesh, String.Format("uv{0}", i)); layerElementUV.SetMappingMode(FbxLayerElement.EMappingMode.eByControlPoint); layerElementUV.SetReferenceMode(FbxLayerElement.EReferenceMode.eDirect); List <Vector2> uvSet = uvSets[i]; if (uvSet == null) { // Do nothing // Replicates what the old fbx export code did; seems to work fine } else { Debug.Assert(uvSet.Count == nVerts); CopyToFbx(layerElementUV.GetDirectArray(), uvSet); } layerN.SetUVs(layerElementUV, FbxLayerElement.EType.eTextureDiffuse); } return(fbxMesh); }