Add Split Objects object to split imported meshes/animations into separate assets
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@@ -54,7 +54,6 @@ void ModelTool::Options::Serialize(SerializeStream& stream, const void* otherObj
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SERIALIZE(OptimizeKeyframes);
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SERIALIZE(EnableRootMotion);
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SERIALIZE(RootNodeName);
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SERIALIZE(AnimationIndex);
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SERIALIZE(GenerateLODs);
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SERIALIZE(BaseLOD);
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SERIALIZE(LODCount);
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@@ -62,6 +61,8 @@ void ModelTool::Options::Serialize(SerializeStream& stream, const void* otherObj
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SERIALIZE(ImportMaterials);
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SERIALIZE(ImportTextures);
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SERIALIZE(RestoreMaterialsOnReimport);
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SERIALIZE(SplitObjects);
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SERIALIZE(ObjectIndex);
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}
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void ModelTool::Options::Deserialize(DeserializeStream& stream, ISerializeModifier* modifier)
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@@ -90,7 +91,6 @@ void ModelTool::Options::Deserialize(DeserializeStream& stream, ISerializeModifi
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DESERIALIZE(OptimizeKeyframes);
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DESERIALIZE(EnableRootMotion);
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DESERIALIZE(RootNodeName);
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DESERIALIZE(AnimationIndex);
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DESERIALIZE(GenerateLODs);
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DESERIALIZE(BaseLOD);
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DESERIALIZE(LODCount);
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@@ -98,6 +98,14 @@ void ModelTool::Options::Deserialize(DeserializeStream& stream, ISerializeModifi
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DESERIALIZE(ImportMaterials);
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DESERIALIZE(ImportTextures);
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DESERIALIZE(RestoreMaterialsOnReimport);
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DESERIALIZE(SplitObjects);
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DESERIALIZE(ObjectIndex);
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// [Deprecated on 23.11.2021, expires on 21.11.2023]
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int32 AnimationIndex = -1;
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DESERIALIZE(AnimationIndex);
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if (AnimationIndex != -1)
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ObjectIndex = AnimationIndex;
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}
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#endif
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