FBX: Clarify outdated format error

See #44780.

(cherry picked from commit 1dd75f41e5)
This commit is contained in:
Rémi Verschelde 2020-12-29 09:40:49 +01:00
parent 1062bedaaa
commit 10cc044ea5
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@ -62,8 +62,7 @@ void EditorSceneImporterFBX::get_extensions(List<String> *r_extensions) const {
const String fbx_str = "fbx";
Vector<String> exts;
exts.push_back(fbx_str);
_register_project_setting_import(fbx_str, import_setting_string, exts, r_extensions,
true);
_register_project_setting_import(fbx_str, import_setting_string, exts, r_extensions, true);
}
void EditorSceneImporterFBX::_register_project_setting_import(const String generic,
@ -193,11 +192,11 @@ Node *EditorSceneImporterFBX::import_scene(const String &p_path, uint32_t p_flag
return spatial;
} else {
print_error("We can't import blender FBX files, they're not implemented correctly at export time and would require several hacks in the FBX importer which could break Maya imports.");
ERR_PRINT("We can't import Blender FBX files for the time being. Please favor glTF 2.0 when exporting from Blender.");
}
} else {
print_error("Cannot import file: " + p_path + " version of file is unsupported, please re-export in your modelling package file version is: " + itos(doc.FBXVersion()));
ERR_PRINT(vformat("Cannot import FBX file: %s. It uses file format %d which is unsupported by Godot. Please re-export it or convert it to a newer format.", p_path, doc.FBXVersion()));
}
}
@ -593,8 +592,8 @@ Spatial *EditorSceneImporterFBX::_generate_scene(
print_verbose("populating skeleton with bone: " + bone->bone_name);
// // populate bone skeleton - since fbx has no DOM for the skeleton just a node.
// bone->bone_skeleton = fbx_skeleton_inst;
//// populate bone skeleton - since fbx has no DOM for the skeleton just a node.
//bone->bone_skeleton = fbx_skeleton_inst;
// now populate bone on the armature node list
fbx_skeleton_inst->skeleton_bones.push_back(bone);
@ -731,8 +730,8 @@ Spatial *EditorSceneImporterFBX::_generate_scene(
//
// Get Mesh Node Xform only
//
// ERR_CONTINUE_MSG(!state.fbx_target_map.has(mesh_id), "invalid xform for the skin pose: " + itos(mesh_id));
// Ref<FBXNode> mesh_node_xform_data = state.fbx_target_map[mesh_id];
//ERR_CONTINUE_MSG(!state.fbx_target_map.has(mesh_id), "invalid xform for the skin pose: " + itos(mesh_id));
//Ref<FBXNode> mesh_node_xform_data = state.fbx_target_map[mesh_id];
if (!mesh_skin) {
continue; // not a deformer.