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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@@ -76,7 +76,7 @@ namespace EMotionFX
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const MotionDataFactory& factory = GetEMotionFX().GetMotionManager()->GetMotionDataFactory();
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for (size_t i = 0; i < factory.GetNumRegistered(); ++i)
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{
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GUI->addItem(factory.GetRegistered(i)->GetFbxSettingsName());
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GUI->addItem(factory.GetRegistered(i)->GetSceneSettingsName());
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m_typeIds.emplace_back(factory.GetRegistered(i)->RTTI_GetType());
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}
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@@ -161,7 +161,7 @@ namespace EMotionFX
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bool m_forceUpdateJointsOOV = false;
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// \todo attachmentTarget node nr
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// 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.
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// 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.
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// We purposely kept a materialList in actorComponent and actorRenderNode for the flexibility in future.
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// At the moment, the materialList stores duplicates of the same material.
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AzFramework::SimpleAssetReference<LmbrCentral::MaterialAsset> m_materialPerActor;
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@@ -485,7 +485,7 @@ namespace EMotionFX
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SetMediaRoot("@assets@");
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// \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
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// 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.
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// 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.
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EMotionFX::GetEMotionFX().InitAssetFolderPaths();
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// Register EMotionFX event handler
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