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authorJulien Duroure <julien.duroure@gmail.com>2022-04-22 22:16:20 +0300
committerJulien Duroure <julien.duroure@gmail.com>2022-04-22 22:16:20 +0300
commita0ce684afe3ef7c37599941d1c3d1f46ca967e61 (patch)
tree11b49ae4a76bc53aa1ec4bf0e34c59943d204b74
parent1bffd880b8f02d045e9647bd0e4235bd47055b34 (diff)
glTF exporter: Better armature action detection
-rwxr-xr-xio_scene_gltf2/__init__.py2
-rwxr-xr-xio_scene_gltf2/blender/com/gltf2_blender_data_path.py3
-rwxr-xr-xio_scene_gltf2/blender/exp/gltf2_blender_gather_animations.py18
3 files changed, 20 insertions, 3 deletions
diff --git a/io_scene_gltf2/__init__.py b/io_scene_gltf2/__init__.py
index e6653a5d..7585813a 100755
--- a/io_scene_gltf2/__init__.py
+++ b/io_scene_gltf2/__init__.py
@@ -4,7 +4,7 @@
bl_info = {
'name': 'glTF 2.0 format',
'author': 'Julien Duroure, Scurest, Norbert Nopper, Urs Hanselmann, Moritz Becher, Benjamin Schmithüsen, Jim Eckerlein, and many external contributors',
- "version": (3, 2, 27),
+ "version": (3, 2, 28),
'blender': (3, 1, 0),
'location': 'File > Import-Export',
'description': 'Import-Export as glTF 2.0',
diff --git a/io_scene_gltf2/blender/com/gltf2_blender_data_path.py b/io_scene_gltf2/blender/com/gltf2_blender_data_path.py
index 9f238da7..a329193a 100755
--- a/io_scene_gltf2/blender/com/gltf2_blender_data_path.py
+++ b/io_scene_gltf2/blender/com/gltf2_blender_data_path.py
@@ -29,3 +29,6 @@ def get_rotation_modes(target_property: str) -> str:
return True, False, ["AXIS_ANGLE"]
else:
return False, False, []
+
+def is_bone_anim_channel(data_path: str) -> bool:
+ return data_path[:10] == "pose.bones" \ No newline at end of file
diff --git a/io_scene_gltf2/blender/exp/gltf2_blender_gather_animations.py b/io_scene_gltf2/blender/exp/gltf2_blender_gather_animations.py
index 6dd401e9..6e62507a 100755
--- a/io_scene_gltf2/blender/exp/gltf2_blender_gather_animations.py
+++ b/io_scene_gltf2/blender/exp/gltf2_blender_gather_animations.py
@@ -10,6 +10,7 @@ from io_scene_gltf2.io.com.gltf2_io_debug import print_console
from ..com.gltf2_blender_extras import generate_extras
from io_scene_gltf2.io.exp.gltf2_io_user_extensions import export_user_extensions
from io_scene_gltf2.blender.exp.gltf2_blender_gather_tree import VExportNode
+from ..com.gltf2_blender_data_path import is_bone_anim_channel
def __gather_channels_baked(obj_uuid, export_settings):
@@ -311,9 +312,15 @@ def __get_blender_actions(blender_object: bpy.types.Object,
# If there are only 1 armature, include all animations, even if not in NLA
if blender_object.type == "ARMATURE":
if len(export_settings['vtree'].get_all_node_of_type(VExportNode.ARMATURE)) == 1:
- # Keep all actions on objects (no keyframe animation)
- # Some other object animation can be added here, and will affect armature object itself :-/
+ # Keep all actions on objects (no Shapekey animation)
for act in [a for a in bpy.data.actions if a.id_root == "OBJECT"]:
+ # We need to check this is an armature action
+ # Checking that at least 1 bone is animated
+ if not __is_armature_action(act):
+ continue
+ # Check if this action is already taken into account
+ if act.name in blender_tracks.keys():
+ continue
blender_actions.append(act)
blender_tracks[act.name] = None
action_on_type[act.name] = "OBJECT"
@@ -326,3 +333,10 @@ def __get_blender_actions(blender_object: bpy.types.Object,
blender_actions.sort(key = lambda a: a.name.lower())
return [(blender_action, blender_tracks[blender_action.name], action_on_type[blender_action.name]) for blender_action in blender_actions]
+
+
+def __is_armature_action(blender_action) -> bool:
+ for fcurve in blender_action.fcurves:
+ if is_bone_anim_channel(fcurve.data_path):
+ return True
+ return False \ No newline at end of file