* Fix unknown pragma error on msys2 mingw
* Fix missing assignment operator on msys2 mingw
Default is omitted by compiler because custom copy constructor
* Fix redefinition of _1 and _2 error on msys2 mingw
fix is converting it to lambda as clang is claiming that is
preferred
* Fix strncpy warnings about truncation
* Fix missing assignment operator error on clang
* Update glTFImporter.cpp
* Update glTF2Importer.cpp
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Co-authored-by: Kim Kulling <kimkulling@users.noreply.github.com>
* [FBX] Allow export multi materials per node
Previously it was assumed that each node would export a single material. This removes that
assumption, and also allows for exporting multiple meshes with a single node. Previously they
would each be seprated into their own node.
* Support for animations with multiple meshes too
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Co-authored-by: Kim Kulling <kimkulling@users.noreply.github.com>
While one of the throws in the function did indeed close the open stream,
several didn't.
Co-authored-by: Kim Kulling <kimkulling@users.noreply.github.com>
Previously tangents were not being exported. If they are present, they should also be properly
exported.
Co-authored-by: Kim Kulling <kimkulling@users.noreply.github.com>
* Fix: Fix name collision
* Fix: Fix possible override
* Fix: Use reentrant providing time function
* Fix: Fix override
* Update AssbinFileWriter.cpp
Revert, not portable.
* Update AssxmlFileWriter.cpp
Revert asctime_r, not portable.
* Fix parsing of comments at the end of lines for tokens with variable number of elements. (#5890)
* Fixed Quality Gate issues.
Reduced nesting of the break statements.
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Co-authored-by: Kim Kulling <kimkulling@users.noreply.github.com>
Previously it was possible that the number of vertices between the mesh and morph mesh varied.
This may have caused problems in tools like Blender, and this ensures there's a 1-1
correspondence between vertices.
In addition, exporting doubles broke meshlab on import, so now it exports floats.
Co-authored-by: Kim Kulling <kimkulling@users.noreply.github.com>
Previously GLTF meshes were created even if there were no faces, which lead to GLTFs which were not technically valid.
I believe this fixes the problem I was encountering, but I've not been able to test it because of some Mac compile errors. Will test on a windows machine at some point.
Fixes#5868
Co-authored-by: Kim Kulling <kimkulling@users.noreply.github.com>
* Update tinyusdz to latest git commit
* Update patch file
* Bump to latest tinyusdz version
* Remove unused var (fix broken build for clients treating warnings-as-errors)
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Co-authored-by: Steve M <praktique-tellypresence@yahoo.com>
* Fix a bug in the assbin loader that reads uninitialized memory
* Address review comment
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Co-authored-by: Kim Kulling <kimkulling@users.noreply.github.com>
Some blendshapes don't have normal transformations, but Assimp currently requires that normals
be present. This removes that, and won't populate the normal field.
Co-authored-by: Kim Kulling <kimkulling@users.noreply.github.com>
* Added more Maya materials
Added Maya materials to list and add setting texture properties for getting lost textures to mesh
* Update utMaterialSystem.cpp
Now new enumerators are handled by a case label in utMaterialSystem.cpp
* Update material.h
- Fix tests: use the correct max material parameter
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Co-authored-by: Kim Kulling <kimkulling@users.noreply.github.com>