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Add an option to export all UVs as diffuse maps.
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@ -15,11 +15,12 @@ namespace AssetStudio.FbxInterop
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private readonly bool _exportSkins;
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private readonly bool _castToBone;
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private readonly float _boneSize;
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private readonly bool _exportAllUvsAsDiffuseMaps;
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private readonly float _scaleFactor;
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private readonly int _versionIndex;
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private readonly bool _isAscii;
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internal FbxExporter(string fileName, IImported imported, bool allNodes, bool exportSkins, bool castToBone, float boneSize, float scaleFactor, int versionIndex, bool isAscii)
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internal FbxExporter(string fileName, IImported imported, bool allNodes, bool exportSkins, bool castToBone, float boneSize, bool exportAllUvsAsDiffuseMaps, float scaleFactor, int versionIndex, bool isAscii)
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{
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_context = new FbxExporterContext();
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@ -29,6 +30,7 @@ namespace AssetStudio.FbxInterop
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_exportSkins = exportSkins;
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_castToBone = castToBone;
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_boneSize = boneSize;
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_exportAllUvsAsDiffuseMaps = exportAllUvsAsDiffuseMaps;
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_scaleFactor = scaleFactor;
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_versionIndex = versionIndex;
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_isAscii = isAscii;
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@ -171,7 +173,7 @@ namespace AssetStudio.FbxInterop
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{
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foreach (var meshFrame in meshFrames)
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{
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_context.ExportMeshFromFrame(rootFrame, meshFrame, _imported.MeshList, _imported.MaterialList, _imported.TextureList, _exportSkins);
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_context.ExportMeshFromFrame(rootFrame, meshFrame, _imported.MeshList, _imported.MaterialList, _imported.TextureList, _exportSkins, _exportAllUvsAsDiffuseMaps);
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}
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}
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