@@ -1786,7 +1786,7 @@ class FbxHandler:
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godot_sanitized_to_orig_remap ["meshes" ][mesh_mangled_name ] = try_name
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if node .skeleton >= 0 :
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# For meshes that are also bones that are also nodes (since the current godot importer makes bones for meshes)
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- godot_sanitized_to_orig_remap ["nodes" ][godot_mangled_name . validate_node_name () ] = try_name
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+ godot_sanitized_to_orig_remap ["nodes" ][godot_mangled_name ] = try_name
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if node .skeleton >= 0 :
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used_godot_skel_names [node .resource_name ] = 2
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var material_idx_by_mesh = {}
@@ -2226,7 +2226,7 @@ class FbxHandler:
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var skel : Skeleton3D = Skeleton3D .new ()
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for node in json ["nodes" ]:
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var node_name = node .get ("name" , "" )
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- skel .add_bone (node_name )
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+ skel .add_bone (sanitize_bone_name ( node_name ) )
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var i : int = 0
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for node in json ["nodes" ]:
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var node_name = node .get ("name" , "" )
@@ -2269,8 +2269,7 @@ class FbxHandler:
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for node in json ["nodes" ]:
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var node_name = node .get ("name" , "" )
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# pkgasset.log_debug("AAAA node name " + str(node_name))
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- if bone_map_dict .has (node_name ):
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- var godot_human_name : String = bone_map_dict [node_name ]
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+ if bone_map_dict .has (sanitize_bone_name (node_name )):
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human_skin_nodes .push_back (node_idx )
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human_skin_set [node_idx ] = true
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node_idx += 1
@@ -2338,8 +2337,8 @@ class FbxHandler:
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# Finally, record the original post-silhouette transforms for transform_fileid_to_rotation_delta
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for node in json ["nodes" ]:
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var node_name = node .get ("name" , "" )
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- if bone_map_dict .has (node_name ):
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- var godot_human_name : String = bone_map_dict [node_name ]
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+ if bone_map_dict .has (sanitize_bone_name ( node_name ) ):
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+ var godot_human_name : String = bone_map_dict [sanitize_bone_name ( node_name ) ]
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if godot_human_name not in humanoid_original_transforms :
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humanoid_original_transforms [godot_human_name ] = gltf_to_transform3d (node )
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@@ -2418,8 +2417,8 @@ class FbxHandler:
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if is_humanoid and json .has ("nodes" ) and (importer .keys .get ("avatarSetup" , 1 ) >= 1 or pkgasset .parsed_meta .is_force_humanoid ()):
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for node in json ["nodes" ]:
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var node_name : String = node .get ("name" , "" )
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- if bone_map_dict .has (node_name ):
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- node_name = bone_map_dict [node_name ]
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+ if bone_map_dict .has (sanitize_bone_name ( node_name ) ):
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+ node_name = bone_map_dict [sanitize_bone_name ( node_name ) ]
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if not humanoid_original_transforms .has (node_name ):
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humanoid_original_transforms [node_name ] = gltf_to_transform3d (node )
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# humanoid_original_transforms uses post-sanitized node names.
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