First pass FBX -> Scene File conversion. (#1699)
This is the simple pass, minimizing code changes and focused on comments. Signed-off-by: stankowi <4838196+AMZN-stankowi@users.noreply.github.com>
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@@ -95,7 +95,7 @@ namespace AZ
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skinnedSubMesh.m_vertexCount = aznumeric_cast<uint32_t>(subMeshVertexCount);
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lodVertexCount += aznumeric_cast<uint32_t>(subMeshVertexCount);
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// The default material id used by a sub-mesh is the guid of the source .fbx plus the subId which is a unique material ID from the scene API
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// The default material id used by a sub-mesh is the guid of the source scene file plus the subId which is a unique material ID from the scene API
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AZ::u32 subId = modelMesh.GetMaterialAsset().GetId().m_subId;
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AZ::Data::AssetId materialId{ actorAssetId.m_guid, subId };
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