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authorJulien Duroure <julien.duroure@gmail.com>2020-05-04 19:16:09 +0300
committerJulien Duroure <julien.duroure@gmail.com>2020-05-04 19:16:09 +0300
commitb72a6c057999e51c03f103706b7cd5da79e9c4b2 (patch)
treed9479051bb4cf653d95a7e0285e2c948caa67758
parentb42aecdca411acbf112b43ec1d4a6daa3df6a3a1 (diff)
glTF export: fix typo in deformation bone only option
-rwxr-xr-xio_scene_gltf2/__init__.py2
-rwxr-xr-xio_scene_gltf2/blender/exp/gltf2_blender_extract.py1404
-rwxr-xr-xio_scene_gltf2/blender/exp/gltf2_blender_gather_animation_channel_target.py2
3 files changed, 704 insertions, 704 deletions
diff --git a/io_scene_gltf2/__init__.py b/io_scene_gltf2/__init__.py
index afa211ef..2e06ae92 100755
--- a/io_scene_gltf2/__init__.py
+++ b/io_scene_gltf2/__init__.py
@@ -15,7 +15,7 @@
bl_info = {
'name': 'glTF 2.0 format',
'author': 'Julien Duroure, Norbert Nopper, Urs Hanselmann, Moritz Becher, Benjamin Schmithüsen, Jim Eckerlein, and many external contributors',
- "version": (1, 2, 72),
+ "version": (1, 2, 73),
'blender': (2, 83, 9),
'location': 'File > Import-Export',
'description': 'Import-Export as glTF 2.0',
diff --git a/io_scene_gltf2/blender/exp/gltf2_blender_extract.py b/io_scene_gltf2/blender/exp/gltf2_blender_extract.py
index ae79f883..e546b063 100755
--- a/io_scene_gltf2/blender/exp/gltf2_blender_extract.py
+++ b/io_scene_gltf2/blender/exp/gltf2_blender_extract.py
@@ -1,702 +1,702 @@
-# Copyright 2018-2019 The glTF-Blender-IO authors.
-#
-# Licensed under the Apache License, Version 2.0 (the "License");
-# you may not use this file except in compliance with the License.
-# You may obtain a copy of the License at
-#
-# http://www.apache.org/licenses/LICENSE-2.0
-#
-# Unless required by applicable law or agreed to in writing, software
-# distributed under the License is distributed on an "AS IS" BASIS,
-# WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
-# See the License for the specific language governing permissions and
-# limitations under the License.
-
-#
-# Imports
-#
-
-from mathutils import Vector, Quaternion, Matrix
-from mathutils.geometry import tessellate_polygon
-from operator import attrgetter
-
-from . import gltf2_blender_export_keys
-from ...io.com.gltf2_io_debug import print_console
-from ...io.com.gltf2_io_color_management import color_srgb_to_scene_linear
-from io_scene_gltf2.blender.exp import gltf2_blender_gather_skins
-import bpy
-
-#
-# Globals
-#
-
-INDICES_ID = 'indices'
-MATERIAL_ID = 'material'
-ATTRIBUTES_ID = 'attributes'
-
-COLOR_PREFIX = 'COLOR_'
-MORPH_TANGENT_PREFIX = 'MORPH_TANGENT_'
-MORPH_NORMAL_PREFIX = 'MORPH_NORMAL_'
-MORPH_POSITION_PREFIX = 'MORPH_POSITION_'
-TEXCOORD_PREFIX = 'TEXCOORD_'
-WEIGHTS_PREFIX = 'WEIGHTS_'
-JOINTS_PREFIX = 'JOINTS_'
-
-TANGENT_ATTRIBUTE = 'TANGENT'
-NORMAL_ATTRIBUTE = 'NORMAL'
-POSITION_ATTRIBUTE = 'POSITION'
-
-GLTF_MAX_COLORS = 2
-
-
-#
-# Classes
-#
-
-class ShapeKey:
- def __init__(self, shape_key, vertex_normals, polygon_normals):
- self.shape_key = shape_key
- self.vertex_normals = vertex_normals
- self.polygon_normals = polygon_normals
-
-
-#
-# Functions
-#
-
-def convert_swizzle_normal(loc, armature, blender_object, export_settings):
- """Convert a normal data from Blender coordinate system to glTF coordinate system."""
- if (not armature) or (not blender_object):
- # Classic case. Mesh is not skined, no need to apply armature transfoms on vertices / normals / tangents
- if export_settings[gltf2_blender_export_keys.YUP]:
- return Vector((loc[0], loc[2], -loc[1]))
- else:
- return Vector((loc[0], loc[1], loc[2]))
- else:
- # Mesh is skined, we have to apply armature transforms on data
- apply_matrix = (armature.matrix_world.inverted() @ blender_object.matrix_world).to_3x3().inverted()
- apply_matrix.transpose()
- new_loc = ((armature.matrix_world.to_3x3() @ apply_matrix).to_4x4() @ Matrix.Translation(Vector((loc[0], loc[1], loc[2])))).to_translation()
- new_loc.normalize()
-
- if export_settings[gltf2_blender_export_keys.YUP]:
- return Vector((new_loc[0], new_loc[2], -new_loc[1]))
- else:
- return Vector((new_loc[0], new_loc[1], new_loc[2]))
-
-def convert_swizzle_location(loc, armature, blender_object, export_settings):
- """Convert a location from Blender coordinate system to glTF coordinate system."""
- if (not armature) or (not blender_object):
- # Classic case. Mesh is not skined, no need to apply armature transfoms on vertices / normals / tangents
- if export_settings[gltf2_blender_export_keys.YUP]:
- return Vector((loc[0], loc[2], -loc[1]))
- else:
- return Vector((loc[0], loc[1], loc[2]))
- else:
- # Mesh is skined, we have to apply armature transforms on data
- apply_matrix = armature.matrix_world.inverted() @ blender_object.matrix_world
- new_loc = (armature.matrix_world @ apply_matrix @ Matrix.Translation(Vector((loc[0], loc[1], loc[2])))).to_translation()
-
- if export_settings[gltf2_blender_export_keys.YUP]:
- return Vector((new_loc[0], new_loc[2], -new_loc[1]))
- else:
- return Vector((new_loc[0], new_loc[1], new_loc[2]))
-
-
-def convert_swizzle_tangent(tan, armature, blender_object, export_settings):
- """Convert a tangent from Blender coordinate system to glTF coordinate system."""
- if tan[0] == 0.0 and tan[1] == 0.0 and tan[2] == 0.0:
- print_console('WARNING', 'Tangent has zero length.')
-
- if (not armature) or (not blender_object):
- # Classic case. Mesh is not skined, no need to apply armature transfoms on vertices / normals / tangents
- if export_settings[gltf2_blender_export_keys.YUP]:
- return Vector((tan[0], tan[2], -tan[1], 1.0))
- else:
- return Vector((tan[0], tan[1], tan[2], 1.0))
- else:
- # Mesh is skined, we have to apply armature transforms on data
- apply_matrix = armature.matrix_world.inverted() @ blender_object.matrix_world
- new_tan = apply_matrix.to_quaternion() @ tan
- if export_settings[gltf2_blender_export_keys.YUP]:
- return Vector((new_tan[0], new_tan[2], -new_tan[1], 1.0))
- else:
- return Vector((new_tan[0], new_tan[1], new_tan[2], 1.0))
-
-def convert_swizzle_rotation(rot, export_settings):
- """
- Convert a quaternion rotation from Blender coordinate system to glTF coordinate system.
-
- 'w' is still at first position.
- """
- if export_settings[gltf2_blender_export_keys.YUP]:
- return Quaternion((rot[0], rot[1], rot[3], -rot[2]))
- else:
- return Quaternion((rot[0], rot[1], rot[2], rot[3]))
-
-
-def convert_swizzle_scale(scale, export_settings):
- """Convert a scale from Blender coordinate system to glTF coordinate system."""
- if export_settings[gltf2_blender_export_keys.YUP]:
- return Vector((scale[0], scale[2], scale[1]))
- else:
- return Vector((scale[0], scale[1], scale[2]))
-
-
-def decompose_transition(matrix, export_settings):
- translation, rotation, scale = matrix.decompose()
-
- return translation, rotation, scale
-
-
-def extract_primitives(glTF, blender_mesh, library, blender_object, blender_vertex_groups, modifiers, export_settings):
- """
- Extract primitives from a mesh. Polygons are triangulated and sorted by material.
-
- Furthermore, primitives are split up, if the indices range is exceeded.
- Finally, triangles are also split up/duplicated, if face normals are used instead of vertex normals.
- """
- print_console('INFO', 'Extracting primitive: ' + blender_mesh.name)
-
- if blender_mesh.has_custom_normals:
- # Custom normals are all (0, 0, 0) until calling calc_normals_split() or calc_tangents().
- blender_mesh.calc_normals_split()
-
- use_tangents = False
- if blender_mesh.uv_layers.active and len(blender_mesh.uv_layers) > 0:
- try:
- blender_mesh.calc_tangents()
- use_tangents = True
- except Exception:
- print_console('WARNING', 'Could not calculate tangents. Please try to triangulate the mesh first.')
-
- #
-
- material_map = {}
-
- #
- # Gathering position, normal and tex_coords.
- #
- no_material_attributes = {
- POSITION_ATTRIBUTE: [],
- NORMAL_ATTRIBUTE: []
- }
-
- if use_tangents:
- no_material_attributes[TANGENT_ATTRIBUTE] = []
-
- #
- # Directory of materials with its primitive.
- #
- no_material_primitives = {
- MATERIAL_ID: 0,
- INDICES_ID: [],
- ATTRIBUTES_ID: no_material_attributes
- }
-
- material_idx_to_primitives = {0: no_material_primitives}
-
- #
-
- vertex_index_to_new_indices = {}
-
- material_map[0] = vertex_index_to_new_indices
-
- #
- # Create primitive for each material.
- #
- for (mat_idx, _) in enumerate(blender_mesh.materials):
- attributes = {
- POSITION_ATTRIBUTE: [],
- NORMAL_ATTRIBUTE: []
- }
-
- if use_tangents:
- attributes[TANGENT_ATTRIBUTE] = []
-
- primitive = {
- MATERIAL_ID: mat_idx,
- INDICES_ID: [],
- ATTRIBUTES_ID: attributes
- }
-
- material_idx_to_primitives[mat_idx] = primitive
-
- #
-
- vertex_index_to_new_indices = {}
-
- material_map[mat_idx] = vertex_index_to_new_indices
-
- tex_coord_max = 0
- if blender_mesh.uv_layers.active:
- tex_coord_max = len(blender_mesh.uv_layers)
-
- #
-
- vertex_colors = {}
-
- color_index = 0
- for vertex_color in blender_mesh.vertex_colors:
- vertex_color_name = COLOR_PREFIX + str(color_index)
- vertex_colors[vertex_color_name] = vertex_color
-
- color_index += 1
- if color_index >= GLTF_MAX_COLORS:
- break
- color_max = color_index
-
- #
-
- bone_max = 0
- for blender_polygon in blender_mesh.polygons:
- for loop_index in blender_polygon.loop_indices:
- vertex_index = blender_mesh.loops[loop_index].vertex_index
- bones_count = len(blender_mesh.vertices[vertex_index].groups)
- if bones_count > 0:
- if bones_count % 4 == 0:
- bones_count -= 1
- bone_max = max(bone_max, bones_count // 4 + 1)
-
- #
-
- morph_max = 0
-
- blender_shape_keys = []
-
- if blender_mesh.shape_keys is not None:
- for blender_shape_key in blender_mesh.shape_keys.key_blocks:
- if blender_shape_key != blender_shape_key.relative_key:
- if blender_shape_key.mute is False:
- morph_max += 1
- blender_shape_keys.append(ShapeKey(
- blender_shape_key,
- blender_shape_key.normals_vertex_get(), # calculate vertex normals for this shape key
- blender_shape_key.normals_polygon_get())) # calculate polygon normals for this shape key
-
-
- armature = None
- if modifiers is not None:
- modifiers_dict = {m.type: m for m in modifiers}
- if "ARMATURE" in modifiers_dict:
- modifier = modifiers_dict["ARMATURE"]
- armature = modifier.object
-
-
- #
- # Convert polygon to primitive indices and eliminate invalid ones. Assign to material.
- #
- for blender_polygon in blender_mesh.polygons:
- export_color = True
-
- #
-
- if export_settings['gltf_materials'] is False:
- primitive = material_idx_to_primitives[0]
- vertex_index_to_new_indices = material_map[0]
- elif not blender_polygon.material_index in material_idx_to_primitives:
- primitive = material_idx_to_primitives[0]
- vertex_index_to_new_indices = material_map[0]
- else:
- primitive = material_idx_to_primitives[blender_polygon.material_index]
- vertex_index_to_new_indices = material_map[blender_polygon.material_index]
- #
-
- attributes = primitive[ATTRIBUTES_ID]
-
- face_normal = blender_polygon.normal
- face_tangent = Vector((0.0, 0.0, 0.0))
- face_bitangent = Vector((0.0, 0.0, 0.0))
- if use_tangents:
- for loop_index in blender_polygon.loop_indices:
- temp_vertex = blender_mesh.loops[loop_index]
- face_tangent += temp_vertex.tangent
- face_bitangent += temp_vertex.bitangent
-
- face_tangent.normalize()
- face_bitangent.normalize()
-
- #
-
- indices = primitive[INDICES_ID]
-
- loop_index_list = []
-
- if len(blender_polygon.loop_indices) == 3:
- loop_index_list.extend(blender_polygon.loop_indices)
- elif len(blender_polygon.loop_indices) > 3:
- # Triangulation of polygon. Using internal function, as non-convex polygons could exist.
- polyline = []
-
- for loop_index in blender_polygon.loop_indices:
- vertex_index = blender_mesh.loops[loop_index].vertex_index
- v = blender_mesh.vertices[vertex_index].co
- polyline.append(Vector((v[0], v[1], v[2])))
-
- triangles = tessellate_polygon((polyline,))
-
- for triangle in triangles:
-
- for triangle_index in triangle:
- loop_index_list.append(blender_polygon.loop_indices[triangle_index])
- else:
- continue
-
- for loop_index in loop_index_list:
- vertex_index = blender_mesh.loops[loop_index].vertex_index
-
- if vertex_index_to_new_indices.get(vertex_index) is None:
- vertex_index_to_new_indices[vertex_index] = []
-
- #
-
- v = None
- n = None
- t = None
- b = None
- uvs = []
- colors = []
- joints = []
- weights = []
-
- target_positions = []
- target_normals = []
- target_tangents = []
-
- vertex = blender_mesh.vertices[vertex_index]
-
- v = convert_swizzle_location(vertex.co, armature, blender_object, export_settings)
- if blender_polygon.use_smooth or blender_mesh.use_auto_smooth:
- if blender_mesh.has_custom_normals:
- n = convert_swizzle_normal(blender_mesh.loops[loop_index].normal, armature, blender_object, export_settings)
- else:
- n = convert_swizzle_normal(vertex.normal, armature, blender_object, export_settings)
- if use_tangents:
- t = convert_swizzle_tangent(blender_mesh.loops[loop_index].tangent, armature, blender_object, export_settings)
- b = convert_swizzle_location(blender_mesh.loops[loop_index].bitangent, armature, blender_object, export_settings)
- else:
- n = convert_swizzle_normal(face_normal, armature, blender_object, export_settings)
- if use_tangents:
- t = convert_swizzle_tangent(face_tangent, armature, blender_object, export_settings)
- b = convert_swizzle_location(face_bitangent, armature, blender_object, export_settings)
-
- if use_tangents:
- tv = Vector((t[0], t[1], t[2]))
- bv = Vector((b[0], b[1], b[2]))
- nv = Vector((n[0], n[1], n[2]))
-
- if (nv.cross(tv)).dot(bv) < 0.0:
- t[3] = -1.0
-
- if blender_mesh.uv_layers.active:
- for tex_coord_index in range(0, tex_coord_max):
- uv = blender_mesh.uv_layers[tex_coord_index].data[loop_index].uv
- uvs.append([uv.x, 1.0 - uv.y])
-
- #
-
- if color_max > 0 and export_color:
- for color_index in range(0, color_max):
- color_name = COLOR_PREFIX + str(color_index)
- color = vertex_colors[color_name].data[loop_index].color
- colors.append([
- color_srgb_to_scene_linear(color[0]),
- color_srgb_to_scene_linear(color[1]),
- color_srgb_to_scene_linear(color[2]),
- color[3]
- ])
-
- #
-
- bone_count = 0
-
- if blender_vertex_groups is not None and vertex.groups is not None and len(vertex.groups) > 0 and export_settings[gltf2_blender_export_keys.SKINS]:
- joint = []
- weight = []
- vertex_groups = vertex.groups
- if not export_settings['gltf_all_vertex_influences']:
- # sort groups by weight descending
- vertex_groups = sorted(vertex.groups, key=attrgetter('weight'), reverse=True)
- for group_element in vertex_groups:
-
- if len(joint) == 4:
- bone_count += 1
- joints.append(joint)
- weights.append(weight)
- joint = []
- weight = []
-
- #
-
- joint_weight = group_element.weight
- if joint_weight <= 0.0:
- continue
-
- #
-
- vertex_group_index = group_element.group
-
- if vertex_group_index < 0 or vertex_group_index >= len(blender_vertex_groups):
- continue
- vertex_group_name = blender_vertex_groups[vertex_group_index].name
-
- joint_index = None
-
- if armature:
- skin = gltf2_blender_gather_skins.gather_skin(armature, export_settings)
- for index, j in enumerate(skin.joints):
- if j.name == vertex_group_name:
- joint_index = index
- break
-
- #
- if joint_index is not None:
- joint.append(joint_index)
- weight.append(joint_weight)
-
- if len(joint) > 0:
- bone_count += 1
-
- for fill in range(0, 4 - len(joint)):
- joint.append(0)
- weight.append(0.0)
-
- joints.append(joint)
- weights.append(weight)
-
- for fill in range(0, bone_max - bone_count):
- joints.append([0, 0, 0, 0])
- weights.append([0.0, 0.0, 0.0, 0.0])
-
- #
-
- if morph_max > 0 and export_settings[gltf2_blender_export_keys.MORPH]:
- for morph_index in range(0, morph_max):
- blender_shape_key = blender_shape_keys[morph_index]
-
- v_morph = convert_swizzle_location(blender_shape_key.shape_key.data[vertex_index].co,
- armature, blender_object,
- export_settings)
-
- # Store delta.
- v_morph -= v
-
- target_positions.append(v_morph)
-
- #
-
- n_morph = None
-
- if blender_polygon.use_smooth:
- temp_normals = blender_shape_key.vertex_normals
- n_morph = (temp_normals[vertex_index * 3 + 0], temp_normals[vertex_index * 3 + 1],
- temp_normals[vertex_index * 3 + 2])
- else:
- temp_normals = blender_shape_key.polygon_normals
- n_morph = (
- temp_normals[blender_polygon.index * 3 + 0], temp_normals[blender_polygon.index * 3 + 1],
- temp_normals[blender_polygon.index * 3 + 2])
-
- n_morph = convert_swizzle_normal(Vector(n_morph), armature, blender_object, export_settings)
-
- # Store delta.
- n_morph -= n
-
- target_normals.append(n_morph)
-
- #
-
- if use_tangents:
- rotation = n_morph.rotation_difference(n)
-
- t_morph = Vector((t[0], t[1], t[2]))
-
- t_morph.rotate(rotation)
-
- target_tangents.append(t_morph)
-
- #
- #
-
- create = True
-
- for current_new_index in vertex_index_to_new_indices[vertex_index]:
- found = True
-
- for i in range(0, 3):
- if attributes[POSITION_ATTRIBUTE][current_new_index * 3 + i] != v[i]:
- found = False
- break
-
- if attributes[NORMAL_ATTRIBUTE][current_new_index * 3 + i] != n[i]:
- found = False
- break
-
- if use_tangents:
- for i in range(0, 4):
- if attributes[TANGENT_ATTRIBUTE][current_new_index * 4 + i] != t[i]:
- found = False
- break
-
- if not found:
- continue
-
- for tex_coord_index in range(0, tex_coord_max):
- uv = uvs[tex_coord_index]
-
- tex_coord_id = TEXCOORD_PREFIX + str(tex_coord_index)
- for i in range(0, 2):
- if attributes[tex_coord_id][current_new_index * 2 + i] != uv[i]:
- found = False
- break
-
- if export_color:
- for color_index in range(0, color_max):
- color = colors[color_index]
-
- color_id = COLOR_PREFIX + str(color_index)
- for i in range(0, 3):
- # Alpha is always 1.0 - see above.
- current_color = attributes[color_id][current_new_index * 4 + i]
- if color_srgb_to_scene_linear(current_color) != color[i]:
- found = False
- break
-
- if export_settings[gltf2_blender_export_keys.SKINS]:
- for bone_index in range(0, bone_max):
- joint = joints[bone_index]
- weight = weights[bone_index]
-
- joint_id = JOINTS_PREFIX + str(bone_index)
- weight_id = WEIGHTS_PREFIX + str(bone_index)
- for i in range(0, 4):
- if attributes[joint_id][current_new_index * 4 + i] != joint[i]:
- found = False
- break
- if attributes[weight_id][current_new_index * 4 + i] != weight[i]:
- found = False
- break
-
- if export_settings[gltf2_blender_export_keys.MORPH]:
- for morph_index in range(0, morph_max):
- target_position = target_positions[morph_index]
- target_normal = target_normals[morph_index]
- if use_tangents:
- target_tangent = target_tangents[morph_index]
-
- target_position_id = MORPH_POSITION_PREFIX + str(morph_index)
- target_normal_id = MORPH_NORMAL_PREFIX + str(morph_index)
- target_tangent_id = MORPH_TANGENT_PREFIX + str(morph_index)
- for i in range(0, 3):
- if attributes[target_position_id][current_new_index * 3 + i] != target_position[i]:
- found = False
- break
- if attributes[target_normal_id][current_new_index * 3 + i] != target_normal[i]:
- found = False
- break
- if use_tangents:
- if attributes[target_tangent_id][current_new_index * 3 + i] != target_tangent[i]:
- found = False
- break
-
- if found:
- indices.append(current_new_index)
-
- create = False
- break
-
- if not create:
- continue
-
- new_index = 0
-
- if primitive.get('max_index') is not None:
- new_index = primitive['max_index'] + 1
-
- primitive['max_index'] = new_index
-
- vertex_index_to_new_indices[vertex_index].append(new_index)
-
- #
- #
-
- indices.append(new_index)
-
- #
-
- attributes[POSITION_ATTRIBUTE].extend(v)
- attributes[NORMAL_ATTRIBUTE].extend(n)
- if use_tangents:
- attributes[TANGENT_ATTRIBUTE].extend(t)
-
- if blender_mesh.uv_layers.active:
- for tex_coord_index in range(0, tex_coord_max):
- tex_coord_id = TEXCOORD_PREFIX + str(tex_coord_index)
-
- if attributes.get(tex_coord_id) is None:
- attributes[tex_coord_id] = []
-
- attributes[tex_coord_id].extend(uvs[tex_coord_index])
-
- if export_color:
- for color_index in range(0, color_max):
- color_id = COLOR_PREFIX + str(color_index)
-
- if attributes.get(color_id) is None:
- attributes[color_id] = []
-
- attributes[color_id].extend(colors[color_index])
-
- if export_settings[gltf2_blender_export_keys.SKINS]:
- for bone_index in range(0, bone_max):
- joint_id = JOINTS_PREFIX + str(bone_index)
-
- if attributes.get(joint_id) is None:
- attributes[joint_id] = []
-
- attributes[joint_id].extend(joints[bone_index])
-
- weight_id = WEIGHTS_PREFIX + str(bone_index)
-
- if attributes.get(weight_id) is None:
- attributes[weight_id] = []
-
- attributes[weight_id].extend(weights[bone_index])
-
- if export_settings[gltf2_blender_export_keys.MORPH]:
- for morph_index in range(0, morph_max):
- target_position_id = MORPH_POSITION_PREFIX + str(morph_index)
-
- if attributes.get(target_position_id) is None:
- attributes[target_position_id] = []
-
- attributes[target_position_id].extend(target_positions[morph_index])
-
- target_normal_id = MORPH_NORMAL_PREFIX + str(morph_index)
-
- if attributes.get(target_normal_id) is None:
- attributes[target_normal_id] = []
-
- attributes[target_normal_id].extend(target_normals[morph_index])
-
- if use_tangents:
- target_tangent_id = MORPH_TANGENT_PREFIX + str(morph_index)
-
- if attributes.get(target_tangent_id) is None:
- attributes[target_tangent_id] = []
-
- attributes[target_tangent_id].extend(target_tangents[morph_index])
-
- #
- # Add non-empty primitives
- #
-
- result_primitives = [
- primitive
- for primitive in material_idx_to_primitives.values()
- if len(primitive[INDICES_ID]) != 0
- ]
-
- print_console('INFO', 'Primitives created: ' + str(len(result_primitives)))
-
- return result_primitives
+# Copyright 2018-2019 The glTF-Blender-IO authors.
+#
+# Licensed under the Apache License, Version 2.0 (the "License");
+# you may not use this file except in compliance with the License.
+# You may obtain a copy of the License at
+#
+# http://www.apache.org/licenses/LICENSE-2.0
+#
+# Unless required by applicable law or agreed to in writing, software
+# distributed under the License is distributed on an "AS IS" BASIS,
+# WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+# See the License for the specific language governing permissions and
+# limitations under the License.
+
+#
+# Imports
+#
+
+from mathutils import Vector, Quaternion, Matrix
+from mathutils.geometry import tessellate_polygon
+from operator import attrgetter
+
+from . import gltf2_blender_export_keys
+from ...io.com.gltf2_io_debug import print_console
+from ...io.com.gltf2_io_color_management import color_srgb_to_scene_linear
+from io_scene_gltf2.blender.exp import gltf2_blender_gather_skins
+import bpy
+
+#
+# Globals
+#
+
+INDICES_ID = 'indices'
+MATERIAL_ID = 'material'
+ATTRIBUTES_ID = 'attributes'
+
+COLOR_PREFIX = 'COLOR_'
+MORPH_TANGENT_PREFIX = 'MORPH_TANGENT_'
+MORPH_NORMAL_PREFIX = 'MORPH_NORMAL_'
+MORPH_POSITION_PREFIX = 'MORPH_POSITION_'
+TEXCOORD_PREFIX = 'TEXCOORD_'
+WEIGHTS_PREFIX = 'WEIGHTS_'
+JOINTS_PREFIX = 'JOINTS_'
+
+TANGENT_ATTRIBUTE = 'TANGENT'
+NORMAL_ATTRIBUTE = 'NORMAL'
+POSITION_ATTRIBUTE = 'POSITION'
+
+GLTF_MAX_COLORS = 2
+
+
+#
+# Classes
+#
+
+class ShapeKey:
+ def __init__(self, shape_key, vertex_normals, polygon_normals):
+ self.shape_key = shape_key
+ self.vertex_normals = vertex_normals
+ self.polygon_normals = polygon_normals
+
+
+#
+# Functions
+#
+
+def convert_swizzle_normal(loc, armature, blender_object, export_settings):
+ """Convert a normal data from Blender coordinate system to glTF coordinate system."""
+ if (not armature) or (not blender_object):
+ # Classic case. Mesh is not skined, no need to apply armature transfoms on vertices / normals / tangents
+ if export_settings[gltf2_blender_export_keys.YUP]:
+ return Vector((loc[0], loc[2], -loc[1]))
+ else:
+ return Vector((loc[0], loc[1], loc[2]))
+ else:
+ # Mesh is skined, we have to apply armature transforms on data
+ apply_matrix = (armature.matrix_world.inverted() @ blender_object.matrix_world).to_3x3().inverted()
+ apply_matrix.transpose()
+ new_loc = ((armature.matrix_world.to_3x3() @ apply_matrix).to_4x4() @ Matrix.Translation(Vector((loc[0], loc[1], loc[2])))).to_translation()
+ new_loc.normalize()
+
+ if export_settings[gltf2_blender_export_keys.YUP]:
+ return Vector((new_loc[0], new_loc[2], -new_loc[1]))
+ else:
+ return Vector((new_loc[0], new_loc[1], new_loc[2]))
+
+def convert_swizzle_location(loc, armature, blender_object, export_settings):
+ """Convert a location from Blender coordinate system to glTF coordinate system."""
+ if (not armature) or (not blender_object):
+ # Classic case. Mesh is not skined, no need to apply armature transfoms on vertices / normals / tangents
+ if export_settings[gltf2_blender_export_keys.YUP]:
+ return Vector((loc[0], loc[2], -loc[1]))
+ else:
+ return Vector((loc[0], loc[1], loc[2]))
+ else:
+ # Mesh is skined, we have to apply armature transforms on data
+ apply_matrix = armature.matrix_world.inverted() @ blender_object.matrix_world
+ new_loc = (armature.matrix_world @ apply_matrix @ Matrix.Translation(Vector((loc[0], loc[1], loc[2])))).to_translation()
+
+ if export_settings[gltf2_blender_export_keys.YUP]:
+ return Vector((new_loc[0], new_loc[2], -new_loc[1]))
+ else:
+ return Vector((new_loc[0], new_loc[1], new_loc[2]))
+
+
+def convert_swizzle_tangent(tan, armature, blender_object, export_settings):
+ """Convert a tangent from Blender coordinate system to glTF coordinate system."""
+ if tan[0] == 0.0 and tan[1] == 0.0 and tan[2] == 0.0:
+ print_console('WARNING', 'Tangent has zero length.')
+
+ if (not armature) or (not blender_object):
+ # Classic case. Mesh is not skined, no need to apply armature transfoms on vertices / normals / tangents
+ if export_settings[gltf2_blender_export_keys.YUP]:
+ return Vector((tan[0], tan[2], -tan[1], 1.0))
+ else:
+ return Vector((tan[0], tan[1], tan[2], 1.0))
+ else:
+ # Mesh is skined, we have to apply armature transforms on data
+ apply_matrix = armature.matrix_world.inverted() @ blender_object.matrix_world
+ new_tan = apply_matrix.to_quaternion() @ tan
+ if export_settings[gltf2_blender_export_keys.YUP]:
+ return Vector((new_tan[0], new_tan[2], -new_tan[1], 1.0))
+ else:
+ return Vector((new_tan[0], new_tan[1], new_tan[2], 1.0))
+
+def convert_swizzle_rotation(rot, export_settings):
+ """
+ Convert a quaternion rotation from Blender coordinate system to glTF coordinate system.
+
+ 'w' is still at first position.
+ """
+ if export_settings[gltf2_blender_export_keys.YUP]:
+ return Quaternion((rot[0], rot[1], rot[3], -rot[2]))
+ else:
+ return Quaternion((rot[0], rot[1], rot[2], rot[3]))
+
+
+def convert_swizzle_scale(scale, export_settings):
+ """Convert a scale from Blender coordinate system to glTF coordinate system."""
+ if export_settings[gltf2_blender_export_keys.YUP]:
+ return Vector((scale[0], scale[2], scale[1]))
+ else:
+ return Vector((scale[0], scale[1], scale[2]))
+
+
+def decompose_transition(matrix, export_settings):
+ translation, rotation, scale = matrix.decompose()
+
+ return translation, rotation, scale
+
+
+def extract_primitives(glTF, blender_mesh, library, blender_object, blender_vertex_groups, modifiers, export_settings):
+ """
+ Extract primitives from a mesh. Polygons are triangulated and sorted by material.
+
+ Furthermore, primitives are split up, if the indices range is exceeded.
+ Finally, triangles are also split up/duplicated, if face normals are used instead of vertex normals.
+ """
+ print_console('INFO', 'Extracting primitive: ' + blender_mesh.name)
+
+ if blender_mesh.has_custom_normals:
+ # Custom normals are all (0, 0, 0) until calling calc_normals_split() or calc_tangents().
+ blender_mesh.calc_normals_split()
+
+ use_tangents = False
+ if blender_mesh.uv_layers.active and len(blender_mesh.uv_layers) > 0:
+ try:
+ blender_mesh.calc_tangents()
+ use_tangents = True
+ except Exception:
+ print_console('WARNING', 'Could not calculate tangents. Please try to triangulate the mesh first.')
+
+ #
+
+ material_map = {}
+
+ #
+ # Gathering position, normal and tex_coords.
+ #
+ no_material_attributes = {
+ POSITION_ATTRIBUTE: [],
+ NORMAL_ATTRIBUTE: []
+ }
+
+ if use_tangents:
+ no_material_attributes[TANGENT_ATTRIBUTE] = []
+
+ #
+ # Directory of materials with its primitive.
+ #
+ no_material_primitives = {
+ MATERIAL_ID: 0,
+ INDICES_ID: [],
+ ATTRIBUTES_ID: no_material_attributes
+ }
+
+ material_idx_to_primitives = {0: no_material_primitives}
+
+ #
+
+ vertex_index_to_new_indices = {}
+
+ material_map[0] = vertex_index_to_new_indices
+
+ #
+ # Create primitive for each material.
+ #
+ for (mat_idx, _) in enumerate(blender_mesh.materials):
+ attributes = {
+ POSITION_ATTRIBUTE: [],
+ NORMAL_ATTRIBUTE: []
+ }
+
+ if use_tangents:
+ attributes[TANGENT_ATTRIBUTE] = []
+
+ primitive = {
+ MATERIAL_ID: mat_idx,
+ INDICES_ID: [],
+ ATTRIBUTES_ID: attributes
+ }
+
+ material_idx_to_primitives[mat_idx] = primitive
+
+ #
+
+ vertex_index_to_new_indices = {}
+
+ material_map[mat_idx] = vertex_index_to_new_indices
+
+ tex_coord_max = 0
+ if blender_mesh.uv_layers.active:
+ tex_coord_max = len(blender_mesh.uv_layers)
+
+ #
+
+ vertex_colors = {}
+
+ color_index = 0
+ for vertex_color in blender_mesh.vertex_colors:
+ vertex_color_name = COLOR_PREFIX + str(color_index)
+ vertex_colors[vertex_color_name] = vertex_color
+
+ color_index += 1
+ if color_index >= GLTF_MAX_COLORS:
+ break
+ color_max = color_index
+
+ #
+
+ bone_max = 0
+ for blender_polygon in blender_mesh.polygons:
+ for loop_index in blender_polygon.loop_indices:
+ vertex_index = blender_mesh.loops[loop_index].vertex_index
+ bones_count = len(blender_mesh.vertices[vertex_index].groups)
+ if bones_count > 0:
+ if bones_count % 4 == 0:
+ bones_count -= 1
+ bone_max = max(bone_max, bones_count // 4 + 1)
+
+ #
+
+ morph_max = 0
+
+ blender_shape_keys = []
+
+ if blender_mesh.shape_keys is not None:
+ for blender_shape_key in blender_mesh.shape_keys.key_blocks:
+ if blender_shape_key != blender_shape_key.relative_key:
+ if blender_shape_key.mute is False:
+ morph_max += 1
+ blender_shape_keys.append(ShapeKey(
+ blender_shape_key,
+ blender_shape_key.normals_vertex_get(), # calculate vertex normals for this shape key
+ blender_shape_key.normals_polygon_get())) # calculate polygon normals for this shape key
+
+
+ armature = None
+ if modifiers is not None:
+ modifiers_dict = {m.type: m for m in modifiers}
+ if "ARMATURE" in modifiers_dict:
+ modifier = modifiers_dict["ARMATURE"]
+ armature = modifier.object
+
+
+ #
+ # Convert polygon to primitive indices and eliminate invalid ones. Assign to material.
+ #
+ for blender_polygon in blender_mesh.polygons:
+ export_color = True
+
+ #
+
+ if export_settings['gltf_materials'] is False:
+ primitive = material_idx_to_primitives[0]
+ vertex_index_to_new_indices = material_map[0]
+ elif not blender_polygon.material_index in material_idx_to_primitives:
+ primitive = material_idx_to_primitives[0]
+ vertex_index_to_new_indices = material_map[0]
+ else:
+ primitive = material_idx_to_primitives[blender_polygon.material_index]
+ vertex_index_to_new_indices = material_map[blender_polygon.material_index]
+ #
+
+ attributes = primitive[ATTRIBUTES_ID]
+
+ face_normal = blender_polygon.normal
+ face_tangent = Vector((0.0, 0.0, 0.0))
+ face_bitangent = Vector((0.0, 0.0, 0.0))
+ if use_tangents:
+ for loop_index in blender_polygon.loop_indices:
+ temp_vertex = blender_mesh.loops[loop_index]
+ face_tangent += temp_vertex.tangent
+ face_bitangent += temp_vertex.bitangent
+
+ face_tangent.normalize()
+ face_bitangent.normalize()
+
+ #
+
+ indices = primitive[INDICES_ID]
+
+ loop_index_list = []
+
+ if len(blender_polygon.loop_indices) == 3:
+ loop_index_list.extend(blender_polygon.loop_indices)
+ elif len(blender_polygon.loop_indices) > 3:
+ # Triangulation of polygon. Using internal function, as non-convex polygons could exist.
+ polyline = []
+
+ for loop_index in blender_polygon.loop_indices:
+ vertex_index = blender_mesh.loops[loop_index].vertex_index
+ v = blender_mesh.vertices[vertex_index].co
+ polyline.append(Vector((v[0], v[1], v[2])))
+
+ triangles = tessellate_polygon((polyline,))
+
+ for triangle in triangles:
+
+ for triangle_index in triangle:
+ loop_index_list.append(blender_polygon.loop_indices[triangle_index])
+ else:
+ continue
+
+ for loop_index in loop_index_list:
+ vertex_index = blender_mesh.loops[loop_index].vertex_index
+
+ if vertex_index_to_new_indices.get(vertex_index) is None:
+ vertex_index_to_new_indices[vertex_index] = []
+
+ #
+
+ v = None
+ n = None
+ t = None
+ b = None
+ uvs = []
+ colors = []
+ joints = []
+ weights = []
+
+ target_positions = []
+ target_normals = []
+ target_tangents = []
+
+ vertex = blender_mesh.vertices[vertex_index]
+
+ v = convert_swizzle_location(vertex.co, armature, blender_object, export_settings)
+ if blender_polygon.use_smooth or blender_mesh.use_auto_smooth:
+ if blender_mesh.has_custom_normals:
+ n = convert_swizzle_normal(blender_mesh.loops[loop_index].normal, armature, blender_object, export_settings)
+ else:
+ n = convert_swizzle_normal(vertex.normal, armature, blender_object, export_settings)
+ if use_tangents:
+ t = convert_swizzle_tangent(blender_mesh.loops[loop_index].tangent, armature, blender_object, export_settings)
+ b = convert_swizzle_location(blender_mesh.loops[loop_index].bitangent, armature, blender_object, export_settings)
+ else:
+ n = convert_swizzle_normal(face_normal, armature, blender_object, export_settings)
+ if use_tangents:
+ t = convert_swizzle_tangent(face_tangent, armature, blender_object, export_settings)
+ b = convert_swizzle_location(face_bitangent, armature, blender_object, export_settings)
+
+ if use_tangents:
+ tv = Vector((t[0], t[1], t[2]))
+ bv = Vector((b[0], b[1], b[2]))
+ nv = Vector((n[0], n[1], n[2]))
+
+ if (nv.cross(tv)).dot(bv) < 0.0:
+ t[3] = -1.0
+
+ if blender_mesh.uv_layers.active:
+ for tex_coord_index in range(0, tex_coord_max):
+ uv = blender_mesh.uv_layers[tex_coord_index].data[loop_index].uv
+ uvs.append([uv.x, 1.0 - uv.y])
+
+ #
+
+ if color_max > 0 and export_color:
+ for color_index in range(0, color_max):
+ color_name = COLOR_PREFIX + str(color_index)
+ color = vertex_colors[color_name].data[loop_index].color
+ colors.append([
+ color_srgb_to_scene_linear(color[0]),
+ color_srgb_to_scene_linear(color[1]),
+ color_srgb_to_scene_linear(color[2]),
+ color[3]
+ ])
+
+ #
+
+ bone_count = 0
+
+ if blender_vertex_groups is not None and vertex.groups is not None and len(vertex.groups) > 0 and export_settings[gltf2_blender_export_keys.SKINS]:
+ joint = []
+ weight = []
+ vertex_groups = vertex.groups
+ if not export_settings['gltf_all_vertex_influences']:
+ # sort groups by weight descending
+ vertex_groups = sorted(vertex.groups, key=attrgetter('weight'), reverse=True)
+ for group_element in vertex_groups:
+
+ if len(joint) == 4:
+ bone_count += 1
+ joints.append(joint)
+ weights.append(weight)
+ joint = []
+ weight = []
+
+ #
+
+ joint_weight = group_element.weight
+ if joint_weight <= 0.0:
+ continue
+
+ #
+
+ vertex_group_index = group_element.group
+
+ if vertex_group_index < 0 or vertex_group_index >= len(blender_vertex_groups):
+ continue
+ vertex_group_name = blender_vertex_groups[vertex_group_index].name
+
+ joint_index = None
+
+ if armature:
+ skin = gltf2_blender_gather_skins.gather_skin(armature, export_settings)
+ for index, j in enumerate(skin.joints):
+ if j.name == vertex_group_name:
+ joint_index = index
+ break
+
+ #
+ if joint_index is not None:
+ joint.append(joint_index)
+ weight.append(joint_weight)
+
+ if len(joint) > 0:
+ bone_count += 1
+
+ for fill in range(0, 4 - len(joint)):
+ joint.append(0)
+ weight.append(0.0)
+
+ joints.append(joint)
+ weights.append(weight)
+
+ for fill in range(0, bone_max - bone_count):
+ joints.append([0, 0, 0, 0])
+ weights.append([0.0, 0.0, 0.0, 0.0])
+
+ #
+
+ if morph_max > 0 and export_settings[gltf2_blender_export_keys.MORPH]:
+ for morph_index in range(0, morph_max):
+ blender_shape_key = blender_shape_keys[morph_index]
+
+ v_morph = convert_swizzle_location(blender_shape_key.shape_key.data[vertex_index].co,
+ armature, blender_object,
+ export_settings)
+
+ # Store delta.
+ v_morph -= v
+
+ target_positions.append(v_morph)
+
+ #
+
+ n_morph = None
+
+ if blender_polygon.use_smooth:
+ temp_normals = blender_shape_key.vertex_normals
+ n_morph = (temp_normals[vertex_index * 3 + 0], temp_normals[vertex_index * 3 + 1],
+ temp_normals[vertex_index * 3 + 2])
+ else:
+ temp_normals = blender_shape_key.polygon_normals
+ n_morph = (
+ temp_normals[blender_polygon.index * 3 + 0], temp_normals[blender_polygon.index * 3 + 1],
+ temp_normals[blender_polygon.index * 3 + 2])
+
+ n_morph = convert_swizzle_normal(Vector(n_morph), armature, blender_object, export_settings)
+
+ # Store delta.
+ n_morph -= n
+
+ target_normals.append(n_morph)
+
+ #
+
+ if use_tangents:
+ rotation = n_morph.rotation_difference(n)
+
+ t_morph = Vector((t[0], t[1], t[2]))
+
+ t_morph.rotate(rotation)
+
+ target_tangents.append(t_morph)
+
+ #
+ #
+
+ create = True
+
+ for current_new_index in vertex_index_to_new_indices[vertex_index]:
+ found = True
+
+ for i in range(0, 3):
+ if attributes[POSITION_ATTRIBUTE][current_new_index * 3 + i] != v[i]:
+ found = False
+ break
+
+ if attributes[NORMAL_ATTRIBUTE][current_new_index * 3 + i] != n[i]:
+ found = False
+ break
+
+ if use_tangents:
+ for i in range(0, 4):
+ if attributes[TANGENT_ATTRIBUTE][current_new_index * 4 + i] != t[i]:
+ found = False
+ break
+
+ if not found:
+ continue
+
+ for tex_coord_index in range(0, tex_coord_max):
+ uv = uvs[tex_coord_index]
+
+ tex_coord_id = TEXCOORD_PREFIX + str(tex_coord_index)
+ for i in range(0, 2):
+ if attributes[tex_coord_id][current_new_index * 2 + i] != uv[i]:
+ found = False
+ break
+
+ if export_color:
+ for color_index in range(0, color_max):
+ color = colors[color_index]
+
+ color_id = COLOR_PREFIX + str(color_index)
+ for i in range(0, 3):
+ # Alpha is always 1.0 - see above.
+ current_color = attributes[color_id][current_new_index * 4 + i]
+ if color_srgb_to_scene_linear(current_color) != color[i]:
+ found = False
+ break
+
+ if export_settings[gltf2_blender_export_keys.SKINS]:
+ for bone_index in range(0, bone_max):
+ joint = joints[bone_index]
+ weight = weights[bone_index]
+
+ joint_id = JOINTS_PREFIX + str(bone_index)
+ weight_id = WEIGHTS_PREFIX + str(bone_index)
+ for i in range(0, 4):
+ if attributes[joint_id][current_new_index * 4 + i] != joint[i]:
+ found = False
+ break
+ if attributes[weight_id][current_new_index * 4 + i] != weight[i]:
+ found = False
+ break
+
+ if export_settings[gltf2_blender_export_keys.MORPH]:
+ for morph_index in range(0, morph_max):
+ target_position = target_positions[morph_index]
+ target_normal = target_normals[morph_index]
+ if use_tangents:
+ target_tangent = target_tangents[morph_index]
+
+ target_position_id = MORPH_POSITION_PREFIX + str(morph_index)
+ target_normal_id = MORPH_NORMAL_PREFIX + str(morph_index)
+ target_tangent_id = MORPH_TANGENT_PREFIX + str(morph_index)
+ for i in range(0, 3):
+ if attributes[target_position_id][current_new_index * 3 + i] != target_position[i]:
+ found = False
+ break
+ if attributes[target_normal_id][current_new_index * 3 + i] != target_normal[i]:
+ found = False
+ break
+ if use_tangents:
+ if attributes[target_tangent_id][current_new_index * 3 + i] != target_tangent[i]:
+ found = False
+ break
+
+ if found:
+ indices.append(current_new_index)
+
+ create = False
+ break
+
+ if not create:
+ continue
+
+ new_index = 0
+
+ if primitive.get('max_index') is not None:
+ new_index = primitive['max_index'] + 1
+
+ primitive['max_index'] = new_index
+
+ vertex_index_to_new_indices[vertex_index].append(new_index)
+
+ #
+ #
+
+ indices.append(new_index)
+
+ #
+
+ attributes[POSITION_ATTRIBUTE].extend(v)
+ attributes[NORMAL_ATTRIBUTE].extend(n)
+ if use_tangents:
+ attributes[TANGENT_ATTRIBUTE].extend(t)
+
+ if blender_mesh.uv_layers.active:
+ for tex_coord_index in range(0, tex_coord_max):
+ tex_coord_id = TEXCOORD_PREFIX + str(tex_coord_index)
+
+ if attributes.get(tex_coord_id) is None:
+ attributes[tex_coord_id] = []
+
+ attributes[tex_coord_id].extend(uvs[tex_coord_index])
+
+ if export_color:
+ for color_index in range(0, color_max):
+ color_id = COLOR_PREFIX + str(color_index)
+
+ if attributes.get(color_id) is None:
+ attributes[color_id] = []
+
+ attributes[color_id].extend(colors[color_index])
+
+ if export_settings[gltf2_blender_export_keys.SKINS]:
+ for bone_index in range(0, bone_max):
+ joint_id = JOINTS_PREFIX + str(bone_index)
+
+ if attributes.get(joint_id) is None:
+ attributes[joint_id] = []
+
+ attributes[joint_id].extend(joints[bone_index])
+
+ weight_id = WEIGHTS_PREFIX + str(bone_index)
+
+ if attributes.get(weight_id) is None:
+ attributes[weight_id] = []
+
+ attributes[weight_id].extend(weights[bone_index])
+
+ if export_settings[gltf2_blender_export_keys.MORPH]:
+ for morph_index in range(0, morph_max):
+ target_position_id = MORPH_POSITION_PREFIX + str(morph_index)
+
+ if attributes.get(target_position_id) is None:
+ attributes[target_position_id] = []
+
+ attributes[target_position_id].extend(target_positions[morph_index])
+
+ target_normal_id = MORPH_NORMAL_PREFIX + str(morph_index)
+
+ if attributes.get(target_normal_id) is None:
+ attributes[target_normal_id] = []
+
+ attributes[target_normal_id].extend(target_normals[morph_index])
+
+ if use_tangents:
+ target_tangent_id = MORPH_TANGENT_PREFIX + str(morph_index)
+
+ if attributes.get(target_tangent_id) is None:
+ attributes[target_tangent_id] = []
+
+ attributes[target_tangent_id].extend(target_tangents[morph_index])
+
+ #
+ # Add non-empty primitives
+ #
+
+ result_primitives = [
+ primitive
+ for primitive in material_idx_to_primitives.values()
+ if len(primitive[INDICES_ID]) != 0
+ ]
+
+ print_console('INFO', 'Primitives created: ' + str(len(result_primitives)))
+
+ return result_primitives
diff --git a/io_scene_gltf2/blender/exp/gltf2_blender_gather_animation_channel_target.py b/io_scene_gltf2/blender/exp/gltf2_blender_gather_animation_channel_target.py
index 488f09ea..e641eb1b 100755
--- a/io_scene_gltf2/blender/exp/gltf2_blender_gather_animation_channel_target.py
+++ b/io_scene_gltf2/blender/exp/gltf2_blender_gather_animation_channel_target.py
@@ -92,7 +92,7 @@ def __gather_node(channels: typing.Tuple[bpy.types.FCurve],
bones, _, _ = gltf2_blender_gather_skins.get_bone_tree(None, blender_object)
if blender_bone.name in [b.name for b in bones]:
obj = blender_object.proxy if blender_object.proxy else blender_object
- return gltf2_blender_gather_joints.gather_jointb(obj, blender_bone, export_settings)
+ return gltf2_blender_gather_joints.gather_joint(obj, blender_bone, export_settings)
return gltf2_blender_gather_nodes.gather_node(blender_object,
blender_object.library.name if blender_object.library else None,