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RetroBilly

FBX SDK only returning one object from GetChildCount

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I placed a bunch of objects into the FBX file and doubled checked with the quicktime plugin to make sure they are there but when I run the code below GetChildCount only returns 1 no matter how many objects are in the scene.


KFbxSdkManager* FBXManager;
FBXManager = KFbxSdkManager::Create();
KFbxImporter* FBXImporter;
KFbxScene* FBXScene;
FBXImporter = KFbxImporter::Create( FBXManager, "" );
FBXScene = KFbxScene::Create( FBXManager, "" );
FBXImporter->Initialize( file.c_str(), -1, FBXManager->GetIOSettings() );
FBXImporter->Import( FBXScene );
KFbxNode* Node = FBXScene->GetRootNode();
if(Node)
{
for(DWORD i = 0; i < Node->GetChildCount(); i++)
{
KFbxNodeAttribute::EAttributeType AttributeType = Node->GetChild(i)->GetNodeAttribute()->GetAttributeType();
if ( AttributeType == KFbxNodeAttribute::eLIGHT )
{
KFbxLight* Light = (KFbxLight*) Node->GetChild(i)->GetNodeAttribute();
scene->CreateLight( &AxMatrixTranslation( 0.0f, 0.0f, 0.0f ), &AxVector4Set( 1.0f, Light->Color.Get()[0], Light->Color.Get()[1], Light->Color.Get()[2] ));
}
}
}



What am I doing wrong?!

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Are all of the nodes children of the root node or of another node, The usual way of doing this would be to use recursion.

Pseudo Code:

GetNodeLights(Scene* scene, KFbxNode* node)
{
KFbxNodeAttribute::EAttributeType AttributeType = Node->GetChild(i)->GetNodeAttribute()->GetAttributeType();
if(AttributeType == KFbxNodeAttribute::eLIGHT){
// Handle Creating the light here
scene->CreateLight(...)
}

for(DWORD i = 0; i < node->GetChildCount(); ++i){
GetNodeLights(scene, node->GetChild(i));
}
}

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