Various additions/fixes (FBX blend-shapes support added)
Added animMesh name assignment at ColladaLoader Fixed animMesh post-processing on ConvertToLhProcess (blend-shapes weren't being affected by post-processing) Added WindowsStore define. This is used to change some incompatible WinRT methods Added FBX blend-shapes and blend-shapes animations support Added Maya FBX specific texture slots parsing Added extra FBX metadata parsing Added GLTF2 vertex color parsing Fixed IFC-Loader zip-buffer reading rountine Fixed OBJ file parsing line-breaker bug Fixed IOStreamBuffer cache over-read bug Added mName field to aiAnimMesh Reverted EmissiveFactor, TransparencyFactor and SpecularFactor assignment on FBXConverter. Really, the commit #817 breaks a lot of old code.
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@@ -105,8 +105,8 @@ AnimationCurveNode::AnimationCurveNode(uint64_t id, const Element& element, cons
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const Scope& sc = GetRequiredScope(element);
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// find target node
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const char* whitelist[] = {"Model","NodeAttribute"};
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const std::vector<const Connection*>& conns = doc.GetConnectionsBySourceSequenced(ID(),whitelist,2);
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const char* whitelist[] = {"Model","NodeAttribute","Deformer"};
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const std::vector<const Connection*>& conns = doc.GetConnectionsBySourceSequenced(ID(),whitelist,3);
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for(const Connection* con : conns) {
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