Added ExportSkinWeights to the condition for using an unrolled mesh enumerator.  For some very strange reason, it appears that DirectX will only transform a skinned vertex correctly for the first face that uses it.  All others will appear at the origin.  This can be worked around by using an unrolled mesh enumerator (in other words duplicating each vertex per face that uses it).  DirectX bug?

git-svn-id: https://svn.blender.org/svnroot/bf-extensions/trunk/py/scripts/addons@4501 96b784f8-4ae3-dd11-aff7-0030488c597c
In 'Swap Nodes' when swapping shaders - sockets' default value is passed when names of old and new nodes' sockets match

git-svn-id: https://svn.blender.org/svnroot/bf-extensions/trunk/py/scripts/addons@4502 96b784f8-4ae3-dd11-aff7-0030488c597c