+ add AI_CONFIG_IMPORT_NO_SKELETON_MESHES flag to control skeleton mesh visualization. No need for this in Blender, and difficult to just ignore the geometry created by it.
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@@ -123,6 +123,7 @@ void LWS::Element::Parse (const char*& buffer)
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// ------------------------------------------------------------------------------------------------
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// Constructor to be privately used by Importer
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LWSImporter::LWSImporter()
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: noSkeletonMesh()
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{
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// nothing to do here
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}
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@@ -177,6 +178,8 @@ void LWSImporter::SetupProperties(const Importer* pImp)
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if (last < first) {
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std::swap(last,first);
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}
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noSkeletonMesh = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_NO_SKELETON_MESHES,0) != 0;
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}
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// ------------------------------------------------------------------------------------------------
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@@ -908,7 +911,7 @@ void LWSImporter::InternReadFile( const std::string& pFile, aiScene* pScene,
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if (!pScene->mNumMeshes || !pScene->mNumMaterials) {
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pScene->mFlags |= AI_SCENE_FLAGS_INCOMPLETE;
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if (pScene->mNumAnimations) {
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if (pScene->mNumAnimations && !noSkeletonMesh) {
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// construct skeleton mesh
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SkeletonMeshBuilder builder(pScene);
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}
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