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>
This commit is contained in:
AMZN-stankowi
2021-07-01 08:53:47 -07:00
committed by GitHub
parent ff9d52d38e
commit 4c4be73bd5
33 changed files with 48 additions and 48 deletions
@@ -76,7 +76,7 @@ namespace EMotionFX
const MotionDataFactory& factory = GetEMotionFX().GetMotionManager()->GetMotionDataFactory();
for (size_t i = 0; i < factory.GetNumRegistered(); ++i)
{
GUI->addItem(factory.GetRegistered(i)->GetFbxSettingsName());
GUI->addItem(factory.GetRegistered(i)->GetSceneSettingsName());
m_typeIds.emplace_back(factory.GetRegistered(i)->RTTI_GetType());
}
@@ -161,7 +161,7 @@ namespace EMotionFX
bool m_forceUpdateJointsOOV = false;
// \todo attachmentTarget node nr
// 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.
AzFramework::SimpleAssetReference<LmbrCentral::MaterialAsset> m_materialPerActor;
@@ -485,7 +485,7 @@ namespace EMotionFX
SetMediaRoot("@assets@");
// \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.
EMotionFX::GetEMotionFX().InitAssetFolderPaths();
// Register EMotionFX event handler