0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
};
- sprintf(buf, "%s\r", bone_display_name_list[i].c_str());
+ sprintf(buf, "%s", bone_display_name_list[i].c_str());
w.writeArray<char>(buf, 50);
}
if len(b.children)==0:
# 末端の非表示ボーン
- bone=Bone(b.name+'_tail', b.tail['ARMATURESPACE'])
+ bone=Bone(b.name+'_t', b.tail['ARMATURESPACE'])
bone.type=7
self.__addBone(bone)
assert(parent)
# bones
for b in builder.bones:
bone=io.addBone()
- bone.name=b.name
+ bone_name="%s\n" % b.name
+ assert(len(bone_name)<20)
+ bone.name=bone_name
bone.type=b.type
bone.parent_index=b.parent_index if b.parent_index!=None else 0xFFFF
bone.tail_index=b.tail_index if b.tail_index!=None else 0
for i, m in enumerate(self.oneSkinMesh.morphList):
# morph
morph=io.addMorph()
- morph.name=m.name
+ morph.name="%s\n" % m.name
morph.type=m.type
for index, offset in zip(m.indices, m.offsets):
# convert right-handed z-up to left-handed y-up
io.face_list.append(i)
# ボーン枠
- io.addBoneNameList("bones")
+ io.addBoneNameList("bones\n")
display=1
for i, b in enumerate(builder.bones):
if b.type in [6, 7]: