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# TODO - BUMMER! Armatures not in the group wont animate the mesh
# else: # scene
# data_seq.active = data
# Call self with modified args
# Dont pass batch options since we already usedt them
kwargs_batch = kwargs.copy()
kwargs_batch["context_objects"] = data.objects
save_single(operator, scene, filepath, **kwargs_batch)
if batch_mode == 'GROUP':
# remove temp group scene
bpy.data.scenes.remove(scene)
# no active scene changing!
# bpy.data.scenes.active = orig_sce
return {'FINISHED'} # so the script wont run after we have batch exported.
# APPLICATION REQUIREMENTS
# Please update the lists for UDK, Unity, XNA etc. on the following web page:
# http://wiki.blender.org/index.php/Dev:2.5/Py/Scripts/Import-Export/UnifiedFBX
# XNA FBX Requirements (JCB 29 July 2011)
# - Armature must be parented to the scene
# - Armature must be a 'Limb' never a 'null'. This is in several places.
# - First bone must be parented to the armature.
# - Rotation must be completely disabled including
# always returning the original matrix in In object_tx().
# It is the animation that gets distorted during rotation!
# - Lone edges cause intermittent errors in the XNA content pipeline!
# I have added a warning message and excluded them.
# - Bind pose must be included with the 'MESH'
# Typical settings for XNA export
# No Cameras, No Lamps, No Edges, No face smoothing, No Default_Take, Armature as bone, Disable rotation
# Can any or all of the following notes be removed because some have been here for a long time? (JCB 27 July 2011)
# NOTES (all line numbers correspond to original export_fbx.py (under release/scripts)
# - get rid of bpy.path.clean_name somehow
# + get rid of BPyObject_getObjectArmature, move it in RNA?
# - implement all BPyMesh_* used here with RNA
# - getDerivedObjects is not fully replicated with .dupli* funcs
# - don't know what those colbits are, do we need them? they're said to be deprecated in DNA_object_types.h: 1886-1893
# - no hq normals: 1900-1901