fix export mesh.extras.targetNames

This commit is contained in:
ousttrue 2020-10-15 13:22:10 +09:00
parent 8d99f70c8b
commit 36f8a7a80f

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@ -380,6 +380,10 @@ namespace UniGLTF
var gltfMesh = ExportPrimitives(gltf, bufferIndex,
x.Renderer.name,
mesh, materials, unityMaterials);
if (gltfMesh.extras == null)
{
gltfMesh.extras = new glTFMesh_extras();
}
var blendShapeIndexMap = new Dictionary<int, int>();
int exportBlendShapes = 0;
@ -395,7 +399,9 @@ namespace UniGLTF
}
// maybe skip
var blendShapeName = mesh.GetBlendShapeName(j);
blendShapeIndexMap.Add(j, exportBlendShapes++);
gltfMesh.extras.targetNames.Add(blendShapeName);
//
// all primitive has same blendShape
@ -403,7 +409,7 @@ namespace UniGLTF
for (int k = 0; k < gltfMesh.primitives.Count; ++k)
{
gltfMesh.primitives[k].targets.Add(morphTarget);
gltfMesh.primitives[k].extras.targetNames.Add(mesh.GetBlendShapeName(j));
gltfMesh.primitives[k].extras.targetNames.Add(blendShapeName);
}
}