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@@ -692,10 +692,10 @@ void ExportAnimation(const String& outName, bool animationOnly)
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// Most fbx animation files contain only skeleton and no model skinned mesh.
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// -create model's bone struct and assign scene animation
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+ sceneFbxModel_.bones_.Clear();
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if (suppressFbxPivotNodes_ && model.bones_.Size() == 0)
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{
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sceneFbxModel_.animations_ = sceneAnimations_;
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- sceneFbxModel_.bones_.Clear();
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CollectSceneNodesAsBones(rootNode_);
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}
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@@ -2813,7 +2813,7 @@ void CreatePivotlessFbxBoneStruct(OutModel &model)
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void ExtrapolatePivotlessAnimation(OutModel* model)
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{
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// If there was no model present in the scene, use sceneFbxModel_
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- if ( suppressFbxPivotNodes_ && model == NULL && sceneFbxModel_.bones_.Size() > 0)
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+ if (model == NULL && sceneFbxModel_.bones_.Size() > 0)
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{
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model = &sceneFbxModel_;
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}
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