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authorJulien Duroure <julien.duroure@gmail.com>2019-02-22 00:38:15 +0300
committerJulien Duroure <julien.duroure@gmail.com>2019-02-22 00:38:15 +0300
commit2ee886c25b107bd716591a12c74fb180997af2c8 (patch)
tree1deb4db1f5ef4ac52214eeb344ccacefd14ba575
parent3f91b7f68083a221c8b222860f749a85c0c810ce (diff)
glTF importer: do not use same mesh instance if node has some animation on morph target
-rwxr-xr-xio_scene_gltf2/blender/imp/gltf2_blender_gltf.py8
-rwxr-xr-xio_scene_gltf2/blender/imp/gltf2_blender_node.py19
2 files changed, 24 insertions, 3 deletions
diff --git a/io_scene_gltf2/blender/imp/gltf2_blender_gltf.py b/io_scene_gltf2/blender/imp/gltf2_blender_gltf.py
index 3f55f933..637cd72f 100755
--- a/io_scene_gltf2/blender/imp/gltf2_blender_gltf.py
+++ b/io_scene_gltf2/blender/imp/gltf2_blender_gltf.py
@@ -202,6 +202,10 @@ class BlenderGlTF():
node.transform = mat
+ # Weight animation management
+ node.weight_animation = False
+
+
# joint management
for node_idx, node in enumerate(gltf.data.nodes):
is_joint, skin_idx = gltf.is_node_joint(node_idx)
@@ -229,9 +233,13 @@ class BlenderGlTF():
if anim_idx not in gltf.data.nodes[channel.target.node].animations.keys():
gltf.data.nodes[channel.target.node].animations[anim_idx] = []
gltf.data.nodes[channel.target.node].animations[anim_idx].append(channel_idx)
+ # Manage node with animation on weights, that are animated in meshes in Blender (ShapeKeys)
+ if channel.target.path == "weights":
+ gltf.data.nodes[channel.target.node].weight_animation = True
# Meshes
if gltf.data.meshes:
for mesh in gltf.data.meshes:
mesh.blender_name = None
+ mesh.is_weight_animated = False
diff --git a/io_scene_gltf2/blender/imp/gltf2_blender_node.py b/io_scene_gltf2/blender/imp/gltf2_blender_node.py
index df5b5a42..0792b96d 100755
--- a/io_scene_gltf2/blender/imp/gltf2_blender_node.py
+++ b/io_scene_gltf2/blender/imp/gltf2_blender_node.py
@@ -39,9 +39,18 @@ class BlenderNode():
instance = False
if gltf.data.meshes[pynode.mesh].blender_name is not None:
# Mesh is already created, only create instance
- instance = True
- mesh = bpy.data.meshes[gltf.data.meshes[pynode.mesh].blender_name]
- else:
+ # Except is current node is animated with path weight
+ # Or if previous instance is animation at node level
+ if pynode.weight_animation is True:
+ instance = False
+ else:
+ if gltf.data.meshes[pynode.mesh].is_weight_animated is True:
+ instance = False
+ else:
+ instance = True
+ mesh = bpy.data.meshes[gltf.data.meshes[pynode.mesh].blender_name]
+
+ if instance is False:
if pynode.name:
gltf.log.info("Blender create Mesh node " + pynode.name)
else:
@@ -49,6 +58,10 @@ class BlenderNode():
mesh = BlenderMesh.create(gltf, pynode.mesh, node_idx, parent)
+ if pynode.weight_animation is True:
+ # flag this mesh instance as created only for this node, because of weight animation
+ gltf.data.meshes[pynode.mesh].is_weight_animated = True
+
if pynode.name:
name = pynode.name
else: