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author | Julien Duroure <julien.duroure@gmail.com> | 2022-03-10 11:08:57 +0300 |
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committer | Julien Duroure <julien.duroure@gmail.com> | 2022-03-10 11:08:57 +0300 |
commit | b9df05b63273a208a4ee9dc9d09d1b97d05ac08a (patch) | |
tree | 82169165f11a16c17d690f354cebabf404866fd3 | |
parent | b12dd385eb428f51d33f4b447a746835e4fd697a (diff) |
glTF exporter: add TODO comment
-rwxr-xr-x | io_scene_gltf2/blender/exp/gltf2_blender_gather_animations.py | 6 |
1 files changed, 6 insertions, 0 deletions
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 4ad8872e..c56517fb 100755 --- a/io_scene_gltf2/blender/exp/gltf2_blender_gather_animations.py +++ b/io_scene_gltf2/blender/exp/gltf2_blender_gather_animations.py @@ -75,6 +75,12 @@ def gather_animations( obj_uuid: int, __link_samplers(animation, export_settings) if animation is not None: animations.append(animation) + elif export_settings['gltf_selected'] is True and blender_object.type == "ARMATURE": + # We need to bake all bones. Because some bone can have some constraints linking to + # some other armature bones, for example + #TODO + pass + current_action = None if blender_object.animation_data and blender_object.animation_data.action: |