Commit Graph

14 Commits

Author SHA1 Message Date
Henrik Halen c2d16f080d Allow arbitrary number of skinning weights.
Controlled through command line parameter. Defaults to 4 skinning weights.
2019-12-25 15:05:12 -08:00
Pär Winzell 31e3665862 Minor cleanup. 2019-08-06 17:22:30 -07:00
Pär Winzell 7b39358f46 Be explicit in our list-initialisation.
This caused https://github.com/facebookincubator/FBX2glTF/issues/218
in ways that I honestly don't fully understand, and I believe only under
Windows, with Release-level optimisation turned on.

It's possible we should drop all these initializer lists, and replace
them with simple and explicit initialising constructors.

Fixes #218.
2019-08-06 16:36:19 -07:00
Pär Winzell 4b501431fe
License -> BSD (#186)
Relicense FBX2glTF as BSD.
2019-05-03 16:13:18 -07:00
Par Winzell a596073f04 Identify materials by unique ID, not name.
At the end of the various material/mesh transformations we do, we were still using a ridiculously simplistic method of mapping RawMaterial to glTF MaterialData.

This switches to using FBX's GetUniqueID(), which should be the law of the land in general. Other model entities may need further investigation as well.
2019-02-24 19:32:13 -08:00
Par Winzell ce2a9f8d85 Handle 'inverse roughness' flag. 2019-01-25 14:33:53 -08:00
Pär Winzell 5730d1c301
Apply clang-format to all our source. (#149)
Apply clang-format to all our source.
2018-12-18 23:30:29 -08:00
Par Winzell 5389d848e2 Implement KHR_lights_punctual. 2018-12-17 10:21:43 -08:00
Graham Wihlidal f2cb6a1010 Fix various tabs vs spaces formatting inconsistencies 2018-12-13 23:00:05 -08:00
Graham Wihlidal 8b081a5fc3 Implemented support for exporting user properties assigned to materials 2018-12-13 23:00:05 -08:00
Pär Winzell bbbba646de Massive reorganisation.
This finishes the first phase of the FBX2glTF refactor, breaking utility classes out where things were getting too monolithic.

There is an equally important cleanup phase coming where we wrench all the various parts of this code, including the historical ones that we've rarely touched as yet, into a single C++ style paradigm, and modernise everything to C++11 at least.

But for now, we're just picking the pieces back on the floor so we can push 0.9.6 out. It's been far too long since a release.
2018-10-13 20:15:12 -07:00
Michael Ranieri 2e03a3cdea Transcribe FBX Custom Properties 2018-10-13 19:23:48 -07:00
Artem Titoulenko 5282f693f9 Blend shape keys to accessor names (#122)
Map blendshape keys to accessor names
2018-09-25 16:09:18 -07:00
Par Winzell f988cb7aa7 Missing bits, oops.
Did not mean to commit/push the current state of master. But rather than
mess up source control history with a force push, I'll just try to hurry
to a stable point.
2018-09-13 17:21:57 -07:00