diff --git a/modules/fbx/editor_scene_importer_fbx.cpp b/modules/fbx/editor_scene_importer_fbx.cpp index b4467dfc882..ef1818d34ac 100644 --- a/modules/fbx/editor_scene_importer_fbx.cpp +++ b/modules/fbx/editor_scene_importer_fbx.cpp @@ -62,8 +62,7 @@ void EditorSceneImporterFBX::get_extensions(List *r_extensions) const { const String fbx_str = "fbx"; Vector 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 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 mesh_node_xform_data = state.fbx_target_map[mesh_id]; if (!mesh_skin) { continue; // not a deformer.