We now export animations.
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@@ -34,7 +34,6 @@ void Mesh::GetMeshData(MObject object)
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mesh.getTangents(biTangents, MSpace::kObject, NULL);
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mesh.getBinormals(biNormals, MSpace::kObject, NULL);
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MGlobal::displayInfo("Befor Loop");
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MItMeshFaceVertex faceVert(object);
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int intDummy = 0;
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for (MItMeshPolygon meshPolyIter(object); !meshPolyIter.isDone(); meshPolyIter.next()) {
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@@ -43,10 +42,10 @@ void Mesh::GetMeshData(MObject object)
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meshPolyIter.getTriangles(dummy, triangleList);
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UINT indexOffset = verticesData.size();
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MGlobal::displayInfo("Befor Second Loop");
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//MGlobal::displayInfo("Befor Second Loop");
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for (UINT i = 0; i < vertices.length(); i++) {
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faceVert.setIndex(meshPolyIter.index(), i, intDummy, intDummy);
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MGlobal::displayInfo("In Second Loop");
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//MGlobal::displayInfo("In Second Loop");
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faceVert.position().get(thisVertex.Pos);
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faceVert.getNormal(normal);
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thisVertex.Normal[0] = normal[0];
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@@ -73,13 +72,13 @@ void Mesh::GetMeshData(MObject object)
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verticesData.push_back(thisVertex);
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localVertexToGlobalIndex.push_back(vertexIndex);
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cout << "Pos: " << thisVertex.Pos[0] << "/" << thisVertex.Pos[1] << "/" << thisVertex.Pos[2] << endl;
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cout << "Normals: " << thisVertex.Normal[0] << "/" << thisVertex.Normal[1] << "/" << thisVertex.Normal[2] << endl;
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cout << "Bi-Normals: " << thisVertex.BiNormal[0] << "/" << thisVertex.BiNormal[1] << "/" << thisVertex.BiNormal[2] << endl;
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cout << "Bi-Tangents: " << thisVertex.BiTangent[0] << "/" << thisVertex.BiTangent[1] << "/" << thisVertex.BiTangent[2] << endl;
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cout << "UV: " << thisVertex.Uv[0] << "/" << thisVertex.Uv[1] << endl;
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//cout << "Pos: " << thisVertex.Pos[0] << "/" << thisVertex.Pos[1] << "/" << thisVertex.Pos[2] << endl;
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//cout << "Normals: " << thisVertex.Normal[0] << "/" << thisVertex.Normal[1] << "/" << thisVertex.Normal[2] << endl;
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//cout << "Bi-Normals: " << thisVertex.BiNormal[0] << "/" << thisVertex.BiNormal[1] << "/" << thisVertex.BiNormal[2] << endl;
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//cout << "Bi-Tangents: " << thisVertex.BiTangent[0] << "/" << thisVertex.BiTangent[1] << "/" << thisVertex.BiTangent[2] << endl;
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//cout << "UV: " << thisVertex.Uv[0] << "/" << thisVertex.Uv[1] << endl;
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}
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MGlobal::displayInfo("Befor Third Loop");
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//MGlobal::displayInfo("Befor Third Loop");
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//for (UINT i = 0; i < triangleList.length(); i++) {
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// UINT k = 0;
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