virtualx-engine/modules/fbx/data
Gordon MacPherson bcf77deaae FBX fix unskinned bones not being in the Ref<Skin> causing the rasteriser to error
This is because a skin bind count must match skeleton bone count, we should make this not the case for 4.0 IMHO as we can reduce the skin size in godot and make the skin surface simpler to process and have less entries :)
2020-11-03 18:23:52 +00:00
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fbx_anim_container.h Rewrite FBX Importer to convert directly to Godot scene format 2020-10-30 15:59:19 +00:00
fbx_bone.cpp FBX fix unskinned bones not being in the Ref<Skin> causing the rasteriser to error 2020-11-03 18:23:52 +00:00
fbx_bone.h Rewrite FBX Importer to convert directly to Godot scene format 2020-10-30 15:59:19 +00:00
fbx_material.cpp Rewrite FBX Importer to convert directly to Godot scene format 2020-10-30 15:59:19 +00:00
fbx_material.h Rewrite FBX Importer to convert directly to Godot scene format 2020-10-30 15:59:19 +00:00
fbx_mesh_data.cpp Rewrite FBX Importer to convert directly to Godot scene format 2020-10-30 15:59:19 +00:00
fbx_mesh_data.h Rewrite FBX Importer to convert directly to Godot scene format 2020-10-30 15:59:19 +00:00
fbx_node.h Rewrite FBX Importer to convert directly to Godot scene format 2020-10-30 15:59:19 +00:00
fbx_skeleton.cpp Rewrite FBX Importer to convert directly to Godot scene format 2020-10-30 15:59:19 +00:00
fbx_skeleton.h Rewrite FBX Importer to convert directly to Godot scene format 2020-10-30 15:59:19 +00:00
import_state.h Rewrite FBX Importer to convert directly to Godot scene format 2020-10-30 15:59:19 +00:00
model_abstraction.h Rewrite FBX Importer to convert directly to Godot scene format 2020-10-30 15:59:19 +00:00
pivot_transform.cpp Rewrite FBX Importer to convert directly to Godot scene format 2020-10-30 15:59:19 +00:00
pivot_transform.h Rewrite FBX Importer to convert directly to Godot scene format 2020-10-30 15:59:19 +00:00