Add option to manually bind UV map types

This commit is contained in:
VaDiM
2025-03-27 18:11:00 +03:00
parent e8ca265a43
commit e1e43439c3
17 changed files with 381 additions and 349 deletions

View File

@ -140,20 +140,12 @@ namespace AssetStudioCLI
private static void ExportFbx(IImported convert, string exportPath)
{
var eulerFilter = true;
var filterPrecision = 0.25f;
var exportAllNodes = true;
var exportSkins = true;
var exportAnimations = true;
var exportBlendShape = true;
var castToBone = false;
var boneSize = CLIOptions.o_fbxBoneSize.Value;
var exportAllUvsAsDiffuseMaps = false;
var scaleFactor = CLIOptions.o_fbxScaleFactor.Value;
var fbxVersion = 3;
var fbxFormat = 0;
ModelExporter.ExportFbx(exportPath, convert, eulerFilter, filterPrecision,
exportAllNodes, exportSkins, exportAnimations, exportBlendShape, castToBone, boneSize, exportAllUvsAsDiffuseMaps, scaleFactor, fbxVersion, fbxFormat == 1);
var fbxSettings = new Fbx.Settings
{
BoneSize = CLIOptions.o_fbxBoneSize.Value,
ScaleFactor = CLIOptions.o_fbxScaleFactor.Value,
};
ModelExporter.ExportFbx(exportPath, convert, fbxSettings);
}
public static bool ExportRawFile(AssetItem item, string exportPath)