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authorJulien Duroure <julien.duroure@gmail.com>2022-09-25 18:00:45 +0300
committerJulien Duroure <julien.duroure@gmail.com>2022-09-25 18:00:45 +0300
commite77b55e45a2a444b461c2133ce602bbff4b0d65a (patch)
treeaf7e3522d6be2a2f4334248cffda3fb1d99f0e7f
parent90732dddff7ef0b211851c067feb680f1377f8f9 (diff)
glTF exporter: Reset pose bone between each action
-rwxr-xr-xio_scene_gltf2/__init__.py14
-rwxr-xr-xio_scene_gltf2/blender/exp/gltf2_blender_gather_animations.py22
2 files changed, 34 insertions, 2 deletions
diff --git a/io_scene_gltf2/__init__.py b/io_scene_gltf2/__init__.py
index 54968399..4d8acd68 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, 4, 21),
+ "version": (3, 4, 22),
'blender': (3, 3, 0),
'location': 'File > Import-Export',
'description': 'Import-Export as glTF 2.0',
@@ -418,6 +418,15 @@ class ExportGLTF2_Base:
default=True
)
+ export_reset_pose_bones: BoolProperty(
+ name='Reset pose bones between actions',
+ description=(
+ "Reset pose bones between each action exported. "
+ "This is needed when some bones are not keyed on some animations"
+ ),
+ default=True
+ )
+
export_current_frame: BoolProperty(
name='Use Current Frame',
description='Export the scene in the current animation frame',
@@ -597,12 +606,14 @@ class ExportGLTF2_Base:
export_settings['gltf_nla_strips_merged_animation_name'] = self.export_nla_strips_merged_animation_name
export_settings['gltf_optimize_animation'] = self.export_optimize_animation_size
export_settings['gltf_export_anim_single_armature'] = self.export_anim_single_armature
+ export_settings['gltf_export_reset_pose_bones'] = self.export_reset_pose_bones
else:
export_settings['gltf_frame_range'] = False
export_settings['gltf_move_keyframes'] = False
export_settings['gltf_force_sampling'] = False
export_settings['gltf_optimize_animation'] = False
export_settings['gltf_export_anim_single_armature'] = False
+ export_settings['gltf_export_reset_pose_bones'] = False
export_settings['gltf_skins'] = self.export_skins
if self.export_skins:
export_settings['gltf_all_vertex_influences'] = self.export_all_influences
@@ -957,6 +968,7 @@ class GLTF_PT_export_animation_export(bpy.types.Panel):
layout.prop(operator, 'export_nla_strips_merged_animation_name')
layout.prop(operator, 'export_optimize_animation_size')
layout.prop(operator, 'export_anim_single_armature')
+ layout.prop(operator, 'export_reset_pose_bones')
class GLTF_PT_export_animation_shapekeys(bpy.types.Panel):
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 fe0425fd..95cec833 100755
--- a/io_scene_gltf2/blender/exp/gltf2_blender_gather_animations.py
+++ b/io_scene_gltf2/blender/exp/gltf2_blender_gather_animations.py
@@ -11,6 +11,7 @@ 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
+from mathutils import Matrix
def gather_animations( obj_uuid: int,
@@ -91,6 +92,7 @@ def gather_animations( obj_uuid: int,
if blender_object.animation_data.is_property_readonly('action'):
blender_object.animation_data.use_tweak_mode = False
try:
+ __reset_bone_matrix(blender_object, export_settings)
blender_object.animation_data.action = blender_action
except:
error = "Action is readonly. Please check NLA editor"
@@ -117,9 +119,11 @@ def gather_animations( obj_uuid: int,
if blender_object.animation_data.action is not None:
if current_action is None:
# remove last exported action
+ __reset_bone_matrix(blender_object, export_settings)
blender_object.animation_data.action = None
elif blender_object.animation_data.action.name != current_action.name:
# Restore action that was active at start of exporting
+ __reset_bone_matrix(blender_object, export_settings)
blender_object.animation_data.action = current_action
if solo_track is not None:
solo_track.is_solo = True
@@ -323,4 +327,20 @@ 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
+ return False
+
+def __reset_bone_matrix(blender_object, export_settings) -> None:
+ if export_settings['gltf_export_reset_pose_bones'] is False:
+ return
+
+ # Only for armatures
+ if blender_object.type != "ARMATURE":
+ return
+
+ # Remove current action if any
+ if blender_object.animation_data and blender_object.animation_data.action:
+ blender_object.animation_data.action = None
+
+ # Resetting bones TRS to avoid to keep not keyed value on a future action set
+ for bone in blender_object.pose.bones:
+ bone.matrix_basis = Matrix()