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@@ -63,8 +63,7 @@ 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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@@ -181,7 +180,7 @@ Node3D *EditorSceneImporterFBX::import_scene(const String &p_path, uint32_t p_fl
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}
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if (is_blender_fbx) {
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- WARN_PRINT("Blender FBX files will not work properly with keyframes or skeletons until we make fixes stand by.");
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+ WARN_PRINT("Blender FBX files will not work properly with keyframes or skeletons until we make fixes. Please stand by.");
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}
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Node3D *spatial = _generate_scene(p_path, &doc, p_flags, p_bake_fps, 8);
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@@ -196,7 +195,7 @@ Node3D *EditorSceneImporterFBX::import_scene(const String &p_path, uint32_t p_fl
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return spatial;
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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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@@ -550,8 +549,8 @@ Node3D *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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@@ -688,8 +687,8 @@ Node3D *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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