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Fixed code to support full 16bit range on joint indexes in GLTF. Added support for large joint counts on babylon file as well.
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Co-authored-by: Gary Hsu <bghgary@users.noreply.github.com>
Copy file name to clipboardExpand all lines: 3ds Max/Max2Babylon/Exporter/BabylonExporter.cs
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@@ -767,6 +767,11 @@ public void Export(MaxExportParameters exportParameters)
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babylonScene.Prepare(false,false);
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if(isBabylonExported)
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{
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if(!babylonScene.TryPackIndexArrays())
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{
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RaiseWarning("Model has too many skeleton joints. The .babylon file will store joint indices using expanded form, this will only load properly using Babylon.js >= 8.5.0.");
Copy file name to clipboardExpand all lines: Maya/Exporter/BabylonExporter.Mesh.cs
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@@ -16,6 +16,7 @@ internal partial class BabylonExporter
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privateMDoubleArrayallMayaInfluenceWeights;// the joint weights for the vertex (0 weight included)
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privateDictionary<string,int>indexByNodeName=newDictionary<string,int>();// contains the node (joint and parents of the current skin) fullPathName and its index
Copy file name to clipboardExpand all lines: Maya/Exporter/BabylonExporter.cs
+5Lines changed: 5 additions & 0 deletions
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@@ -513,6 +513,11 @@ public void Export(ExportParameters exportParameters)
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if(isBabylonExported)
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{
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if(!babylonScene.TryPackIndexArrays())
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{
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RaiseWarning("Model has too many skeleton joints. The .babylon file will store joint indicies using expandanded form, this will only load properly using Babylon.js >= 8.5.0.");
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