Fix for UV bindings

This commit is contained in:
VaDiM 2025-04-06 00:06:09 +03:00
parent 190cb68b07
commit f077064a6a

View File

@ -264,7 +264,7 @@ namespace AssetStudio.FbxInterop
}
else if(fbxSettings.UvBindings[i] > 0) //if checked
{
AsFbxMeshCreateUVMap(mesh, i, fbxSettings.UvBindings[i]);
AsFbxMeshCreateUVMap(mesh, i, fbxSettings.UvBindings[i] - 1);
}
}
@ -370,7 +370,7 @@ namespace AssetStudio.FbxInterop
for (var uvIndex = 0; uvIndex < importedMesh.hasUV.Length; uvIndex += 1)
{
if (importedMesh.hasUV[uvIndex])
if (importedMesh.hasUV[uvIndex] && fbxSettings.UvBindings[uvIndex] > 0)
{
var uv = importedVertex.UV[uvIndex];
AsFbxMeshElementUVAdd(mesh, uvIndex, uv[0], uv[1]);