Minor import fixes (wrong string/bytes prop handling, previous fix re meshes was a bit too aggressive, forgot lamps, cameras & co).
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629132f1e7
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@ -2612,7 +2612,7 @@ def fbx_definitions_elements(root, scene_data):
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def fbx_objects_elements(root, scene_data):
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"""
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Data (objects, geometry, material, textures, armatures, etc.
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Data (objects, geometry, material, textures, armatures, etc.).
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"""
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objects = elem_empty(root, b"Objects")
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@ -85,7 +85,7 @@ def elem_find_first_bytes(elem, id_search, decode=True):
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fbx_item = elem_find_first(elem, id_search)
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if fbx_item is not None:
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assert(len(fbx_item.props) == 1)
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assert(fbx_item.props_type[0] == data_types.STRING)
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assert(fbx_item.props_type[0] == data_types.BYTES)
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return fbx_item.props[0]
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return None
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@ -677,8 +677,8 @@ def blen_read_animations(fbx_tmpl_astack, fbx_tmpl_alayer, stacks, scene):
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def blen_read_geom_layerinfo(fbx_layer):
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return (
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elem_find_first_string(fbx_layer, b'Name'),
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elem_find_first_bytes(fbx_layer, b'MappingInformationType'),
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elem_find_first_bytes(fbx_layer, b'ReferenceInformationType'),
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elem_find_first_string(fbx_layer, b'MappingInformationType'),
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elem_find_first_string(fbx_layer, b'ReferenceInformationType'),
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)
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@ -2244,7 +2244,7 @@ def load(operator, context, filepath="",
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fbx_sdata, bl_data = p_item = fbx_table_nodes.get(c_src, (None, None))
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if fbx_sdata is None:
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continue
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if fbx_sdata.id != b'Geometry':
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if fbx_sdata.id not in {b'Geometry', b'NodeAttribute'}:
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continue
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parent.bl_data = bl_data
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else:
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