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@@ -258,7 +258,7 @@ def triangulate_node_hierarchy(node):
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node_attribute.GetAttributeType() == FbxNodeAttribute.eNurbs or \
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node_attribute.GetAttributeType() == FbxNodeAttribute.eNurbsSurface or \
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node_attribute.GetAttributeType() == FbxNodeAttribute.ePatch:
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- converter.TriangulateInPlace(node);
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+ converter.Triangulate(node.GetNodeAttribute(), True);
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child_count = node.GetChildCount()
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for i in range(child_count):
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@@ -1526,7 +1526,7 @@ def generate_mesh_list_from_hierarchy(node, mesh_list):
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attribute_type == FbxNodeAttribute.ePatch:
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if attribute_type != FbxNodeAttribute.eMesh:
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- converter.TriangulateInPlace(node);
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+ converter.Triangulate(node.GetNodeAttribute(), True);
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mesh_list.append(node.GetNodeAttribute())
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@@ -1555,7 +1555,7 @@ def generate_embed_dict_from_hierarchy(node, embed_dict):
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attribute_type == FbxNodeAttribute.ePatch:
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if attribute_type != FbxNodeAttribute.eMesh:
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- converter.TriangulateInPlace(node);
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+ converter.Triangulate(node.GetNodeAttribute(), True);
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embed_object = generate_scene_output(node)
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embed_name = getPrefixedName(node, 'Embed')
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