"Mesh %s has more skin influences (%d) than the maximum (%d). Skinning influences won't be normalized. Maximum number of skin influences can be increased with a Skin Modifier in FBX Settings.",
"Mesh %s has more skin influences (%d) than the maximum (%d). Skinning influences won't be normalized. Maximum number of skin influences can be increased with a Skin Modifier in Scene Settings.",
// Note: LOD work in progress. For now we use one material instead of a list of material, because we don't have the support for LOD with multiple FBXs.
// Note: LOD work in progress. For now we use one material instead of a list of material, because we don't have the support for LOD with multiple scene files.
// We purposely kept a materialList in actorComponent and actorRenderNode for the flexibility in future.
// At the moment, the materialList stores duplicates of the same material.
// \todo Right now we're pointing at the @devassets@ location (source) and working from there, because .actor and .motion (motion) aren't yet processed through
// the FBX pipeline. Once they are, we'll need to update various segments of the Tool to always read from the @assets@ cache, but write to the @devassets@ data/metadata.
// the scene pipeline. Once they are, we'll need to update various segments of the Tool to always read from the @assets@ cache, but write to the @devassets@ data/metadata.
"Use Custom Normals","When enabled, Open 3D Engine will use the DCC assets custom or tangent space normals. When disabled, the normals will be averaged. This setting can be overridden on individual FBX asset settings.")
"Use Custom Normals","When enabled, Open 3D Engine will use the DCC assets custom or tangent space normals. When disabled, the normals will be averaged. This setting can be overridden on an individual scene file's asset settings.")
// Now that we have the tangents and bitangents, calculate the tangent w values for the ones that we imported from Fbx, as they only have xyz.
// Now that we have the tangents and bitangents, calculate the tangent w values for the ones that we imported from the scene file, as they only have xyz.