Commit Graph

13 Commits (d9cbc97ec07909e6ddb6687e0c22da07cc6bbdb6)

Author SHA1 Message Date
Chris Galvan d590a91fe7 Implemented helper method of QFileDialog::getSaveFileName to prevent user from saving files with invalid names.
Signed-off-by: Chris Galvan <chgalvan@amazon.com>
4 years ago
Chris Santora 670dd6c5bc Removed the GetLabelByAssetId function since now we can use the display name that comes with the ModelMaterialSlot.
Updated OpenMaterialExporter() to account for the fact that multiple material slots can have the same default material asset.
Updated the material inspector to sort material slots by name to match the order in the Material Component.
Updated ExportItem to protect its data members, which makes it more clear that assetId and materialSlotName are readonly inputs.

Signed-off-by: santorac <55155825+santorac@users.noreply.github.com>
4 years ago
Chris Santora 14d2e38b90 Refactored how model material slots work in preparation to support more flexible material conversion options for the scene asset pipeline. The material slot IDs are based on the MaterialUid that come from SceneAPI. Since these IDs are also used as the AssetId sub-ID for the converted material assets, the system was just checking the material asset sub-ID to determine the material slot ID. But in order to support certain FBX material conversion options, we needed to break this tie, so the slot ID is separate from the AssetId of the material in that slot. This will allow some other material to be used in the slot, instead of being forced to use one that was generated from the FBX.
Here we inttroduce a new struct ModelMaterialSlot which formalizes the concept of material slot, with an ID, display name, and default material assignment. The ID still comes from the MaterialUid like before. The display name is built-in, rather than being parsed out from the asset file name. And the default material assignment can be any material asset, it doesn't have to come from the FBX (or other scene file).

This commit is just the preliminary set of changes. Cursory testing shows that it works pretty well but more testing is needed (and likely some fixes) before merging.

Here is what's left to do...
Add serialization version converters to preserve prior prefab data.
See if we can get rid of GetLabelByAssetId function only rely on the display name inside ModelMaterialSlot.
I'm not sure if the condition for enabling the "Edit Material Instance..." context menu item is correct.
Test actors
Lots more testing in general

Signed-off-by: santorac <55155825+santorac@users.noreply.github.com>
4 years ago
Steve Pham 38261d0800
Shorten copyright headers by splitting into 2 lines (#2213)
* Updated all copyright headers to split the longer original copyright line into 2 shorter lines

Signed-off-by: Steve Pham <spham@amazon.com>
4 years ago
AMZN-stankowi 4c4be73bd5
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>
5 years ago
Steve Pham b4a2edec6a
Final update copyright headers to reference license files at the repo root (#1693)
* Final update copyright headers to reference license files at the repo root

Signed-off-by: spham <spham@amazon.com>

* Fix copyright validator unit tests to support the stale O3DE header scenario

Signed-off-by: spham <spham@amazon.com>
5 years ago
Steve Pham 70042fcdcd
O3DE Copyright Updates for Linux Foundation (#1504) 5 years ago
guthadam 58d516688f LYN-4251 fix confusing material component menu options 5 years ago
guthadam 2baa0db2de Standardizing dialog button boxes across material editor and component
Making dialogs modal

https://jira.agscollab.com/browse/ATOM-15173

https://jira.agscollab.com/browse/ATOM-15174
5 years ago
alexpete 8469c9ca0a Integrating github/staging through commit 5f214be 5 years ago
alexpete c2cbd430fe Integrating up through commit 90f050496 5 years ago
alexpete 75dc720198 Integrating latest 47acbe8 5 years ago
alexpete a10351f38d Initial commit 5 years ago