Integrating github/staging through commit ab87ed9
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@@ -507,7 +507,6 @@ namespace AZ
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return Events::ProcessingResult::Ignored;
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}
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Events::ProcessingResultCombiner combinedAnimationResult;
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aiNode* currentNode = context.m_sourceNode.GetAssImpNode();
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// In:
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// Key index
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@@ -106,10 +106,6 @@ namespace AZ
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RenamedNodesMap::SanitizeNodeName(nodeName, context.m_scene.GetGraph(), context.m_currentGraphPosition, "BlendShape");
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AZ_TraceContext("Blend shape name", nodeName);
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int firstMeshVertexIndex = -1;
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int previousMeshVertexIndex = -1;
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int verticesInMeshFace = 0;
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AZStd::bitset<SceneData::GraphData::BlendShapeData::MaxNumUVSets> uvSetUsedFlags;
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for (AZ::u8 uvSetIndex = 0; uvSetIndex < SceneData::GraphData::BlendShapeData::MaxNumUVSets; ++uvSetIndex)
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{
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@@ -131,16 +127,17 @@ namespace AZ
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context.m_sourceSceneSystem.SwapVec3ForUpAxis(vertex);
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context.m_sourceSceneSystem.ConvertUnit(vertex);
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blendShapeData->AddPosition(vertex);
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blendShapeData->SetVertexIndexToControlPointIndexMap(vertIdx, vertIdx);
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// Add normals
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AZ::Vector3 normal;
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if (aiAnimMesh->HasNormals())
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{
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normal = AssImpSDKWrapper::AssImpTypeConverter::ToVector3(aiAnimMesh->mNormals[vertIdx]);
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AZ::Vector3 normal(AssImpSDKWrapper::AssImpTypeConverter::ToVector3(aiAnimMesh->mNormals[vertIdx]));
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context.m_sourceSceneSystem.SwapVec3ForUpAxis(normal);
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normal.NormalizeSafe();
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blendShapeData->AddNormal(normal);
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}
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blendShapeData->AddVertex(vertex, normal);
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blendShapeData->SetVertexIndexToControlPointIndexMap(vertIdx, vertIdx);
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// Add tangents and bitangents
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if (aiAnimMesh->HasTangentsAndBitangents())
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@@ -64,7 +64,6 @@ namespace AZ
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return meshDataResult.GetError();
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}
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const SceneData::GraphData::MeshData* const parentMeshData(meshDataResult.GetValue());
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int parentMeshIndex = parentMeshData->GetSdkMeshIndex();
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size_t vertexCount = parentMeshData->GetVertexCount();
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@@ -144,7 +144,6 @@ namespace AZ
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}
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blendShapeIndex++;
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int blendShapeChannelCount = pDeformer->GetBlendShapeChannelCount();
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int stackCount = context.m_sourceScene.GetAnimationStackCount();
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auto animStackWrapper = context.m_sourceScene.GetAnimationStackAt(0);
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const FbxSDKWrapper::FbxTimeWrapper startTime = animStackWrapper->GetLocalTimeSpan().GetStartTime();
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+2
-1
@@ -248,7 +248,8 @@ namespace AZ
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sceneSystem.SwapVec3ForUpAxis(meshVertexNormal);
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meshVertexNormal.Normalize();
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blendShape->AddVertex(meshVertexPosition, meshVertexNormal);
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blendShape->AddPosition(meshVertexPosition);
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blendShape->AddNormal(meshVertexNormal);
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// Add face
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{
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