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[GUI] Some fixes for animation export
- Disabled animation converting if animation export is disabled in the options - Fixed a bug with ignoring animation selection order when exporting models with selected animationClips via the “Model” tab
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@ -267,7 +267,7 @@ namespace AssetStudioCLI
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}
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var m_Animator = (Animator)item.Asset;
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var convert = animationList != null
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? new ModelConverter(m_Animator, CLIOptions.o_imageFormat.Value, animationList.Select(x => (AnimationClip)x.Asset).ToArray())
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? new ModelConverter(m_Animator, CLIOptions.o_imageFormat.Value, animationList.Select(x => (AnimationClip)x.Asset).ToList())
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: new ModelConverter(m_Animator, CLIOptions.o_imageFormat.Value);
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ExportFbx(convert, exportFullPath);
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return true;
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@ -370,7 +370,7 @@ namespace AssetStudioCLI
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public static void ExportGameObject(GameObject gameObject, string exportPath, List<AssetItem> animationList = null)
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{
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var convert = animationList != null
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? new ModelConverter(gameObject, CLIOptions.o_imageFormat.Value, animationList.Select(x => (AnimationClip)x.Asset).ToArray())
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? new ModelConverter(gameObject, CLIOptions.o_imageFormat.Value, animationList.Select(x => (AnimationClip)x.Asset).ToList())
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: new ModelConverter(gameObject, CLIOptions.o_imageFormat.Value);
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var modelName = FixFileName(gameObject.m_Name);
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var exportFullPath = Path.Combine(exportPath, "FBX_GameObjects", modelName, modelName + ".fbx");
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