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@@ -62,8 +62,7 @@ void EditorSceneImporterFBX::get_extensions(List<String> *r_extensions) const {
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const String fbx_str = "fbx";
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Vector<String> exts;
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exts.push_back(fbx_str);
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- _register_project_setting_import(fbx_str, import_setting_string, exts, r_extensions,
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- true);
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+ _register_project_setting_import(fbx_str, import_setting_string, exts, r_extensions, true);
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}
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void EditorSceneImporterFBX::_register_project_setting_import(const String generic,
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@@ -193,11 +192,11 @@ Node *EditorSceneImporterFBX::import_scene(const String &p_path, uint32_t p_flag
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return spatial;
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} else {
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- 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.");
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+ ERR_PRINT("We can't import Blender FBX files for the time being. Please favor glTF 2.0 when exporting from Blender.");
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}
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} else {
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- 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()));
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+ 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()));
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}
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}
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@@ -593,8 +592,8 @@ Spatial *EditorSceneImporterFBX::_generate_scene(
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print_verbose("populating skeleton with bone: " + bone->bone_name);
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- // // populate bone skeleton - since fbx has no DOM for the skeleton just a node.
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- // bone->bone_skeleton = fbx_skeleton_inst;
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+ //// populate bone skeleton - since fbx has no DOM for the skeleton just a node.
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+ //bone->bone_skeleton = fbx_skeleton_inst;
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// now populate bone on the armature node list
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fbx_skeleton_inst->skeleton_bones.push_back(bone);
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@@ -731,8 +730,8 @@ Spatial *EditorSceneImporterFBX::_generate_scene(
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//
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// Get Mesh Node Xform only
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//
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- // ERR_CONTINUE_MSG(!state.fbx_target_map.has(mesh_id), "invalid xform for the skin pose: " + itos(mesh_id));
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- // Ref<FBXNode> mesh_node_xform_data = state.fbx_target_map[mesh_id];
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+ //ERR_CONTINUE_MSG(!state.fbx_target_map.has(mesh_id), "invalid xform for the skin pose: " + itos(mesh_id));
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+ //Ref<FBXNode> mesh_node_xform_data = state.fbx_target_map[mesh_id];
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if (!mesh_skin) {
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continue; // not a deformer.
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