Minor fixes to #3669
Don't change imported model type, only Prefab can do it conditionally. Add type of `PrefabObject` to extend it in future with Cameras, Lights, etc.
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@@ -1404,7 +1404,7 @@ bool ModelTool::ImportDataOpenFBX(const String& path, ModelData& data, Options&
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}
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// Import skeleton
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if (EnumHasAnyFlags(options.ImportTypes, ImportDataTypes::Skeleton) && context.Bones.HasItems())
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if (EnumHasAnyFlags(options.ImportTypes, ImportDataTypes::Skeleton))
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{
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data.Skeleton.Nodes.Resize(context.Nodes.Count(), false);
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for (int32 i = 0; i < context.Nodes.Count(); i++)
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