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https://github.com/aelurum/AssetStudio.git
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Fbx multiple uv export
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@ -28,7 +28,7 @@ namespace AssetStudio
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{
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public static void Export(string path, IImported imported, bool eulerFilter, float filterPrecision,
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bool allNodes, bool skins, bool animation, bool blendShape, bool castToBone, float boneSize, float scaleFactor, int versionIndex, bool isAscii)
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bool allNodes, bool skins, bool animation, bool blendShape, bool castToBone, float boneSize, bool exportAllUvsAsDiffuseMaps, float scaleFactor, int versionIndex, bool isAscii)
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{
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var file = new FileInfo(path);
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var dir = file.Directory;
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@ -43,7 +43,7 @@ namespace AssetStudio
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var name = Path.GetFileName(path);
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using (var exporter = new FbxExporter(name, imported, allNodes, skins, castToBone, boneSize, scaleFactor, versionIndex, isAscii))
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using (var exporter = new FbxExporter(name, imported, allNodes, skins, castToBone, boneSize, exportAllUvsAsDiffuseMaps, scaleFactor, versionIndex, isAscii))
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{
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exporter.Initialize();
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exporter.ExportAll(blendShape, animation, eulerFilter, filterPrecision);
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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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@ -173,12 +173,12 @@ namespace AssetStudio.FbxInterop
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AsFbxPrepareMaterials(_pContext, materialCount, textureCount);
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}
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internal void ExportMeshFromFrame(ImportedFrame rootFrame, ImportedFrame meshFrame, List<ImportedMesh> meshList, List<ImportedMaterial> materialList, List<ImportedTexture> textureList, bool exportSkins)
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internal void ExportMeshFromFrame(ImportedFrame rootFrame, ImportedFrame meshFrame, List<ImportedMesh> meshList, List<ImportedMaterial> materialList, List<ImportedTexture> textureList, bool exportSkins, bool exportAllUvsAsDiffuseMaps)
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{
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var meshNode = _frameToNode[meshFrame];
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var mesh = ImportedHelpers.FindMesh(meshFrame.Path, meshList);
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ExportMesh(rootFrame, materialList, textureList, meshNode, mesh, exportSkins);
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ExportMesh(rootFrame, materialList, textureList, meshNode, mesh, exportSkins, exportAllUvsAsDiffuseMaps);
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}
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private IntPtr ExportTexture(ImportedTexture texture)
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@ -207,7 +207,7 @@ namespace AssetStudio.FbxInterop
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return pTex;
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}
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private void ExportMesh(ImportedFrame rootFrame, List<ImportedMaterial> materialList, List<ImportedTexture> textureList, IntPtr frameNode, ImportedMesh importedMesh, bool exportSkins)
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private void ExportMesh(ImportedFrame rootFrame, List<ImportedMaterial> materialList, List<ImportedTexture> textureList, IntPtr frameNode, ImportedMesh importedMesh, bool exportSkins, bool exportAllUvsAsDiffuseMaps)
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{
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var boneList = importedMesh.BoneList;
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var totalBoneCount = 0;
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@ -253,14 +253,18 @@ namespace AssetStudio.FbxInterop
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AsFbxMeshCreateElementNormal(mesh);
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}
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if (importedMesh.hasUV[0])
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for (int i = 0; i < importedMesh.hasUV.Length; i++)
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{
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AsFbxMeshCreateDiffuseUV(mesh, 0);
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}
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if (!importedMesh.hasUV[i]) { continue; }
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if (importedMesh.hasUV[1])
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{
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AsFbxMeshCreateNormalMapUV(mesh, 1);
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if (i == 1 && !exportAllUvsAsDiffuseMaps)
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{
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AsFbxMeshCreateNormalMapUV(mesh, 1);
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}
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else
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{
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AsFbxMeshCreateDiffuseUV(mesh, i);
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}
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}
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if (importedMesh.hasTangent)
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@ -363,7 +367,7 @@ namespace AssetStudio.FbxInterop
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AsFbxMeshElementNormalAdd(mesh, 0, normal.X, normal.Y, normal.Z);
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}
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for (var uvIndex = 0; uvIndex < 2; uvIndex += 1)
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for (var uvIndex = 0; uvIndex < importedMesh.hasUV.Length; uvIndex += 1)
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{
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if (importedMesh.hasUV[uvIndex])
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{
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