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author | Bartek Skorupa <bartekskorupa@bartekskorupa.com> | 2012-03-02 15:11:17 +0400 |
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committer | Bartek Skorupa <bartekskorupa@bartekskorupa.com> | 2012-03-02 15:11:17 +0400 |
commit | 9d9b55d3fd0e3737477ea2a05498526dc9155a36 (patch) | |
tree | 7e605a04fa37366a5c8e70a44877207283112132 /io_export_after_effects.py | |
parent | 3c8e1027172ef9a9323b3f9bdb865d1525c2794f (diff) |
Added rotation_x correction to exported objects to match default zero rotation in After Effects. Objects with zero rotation in blender lay on the floor. In AE leyers with zero rotation face the camera. AE users are used to this behavior, so this change gives them a better feeling.
Diffstat (limited to 'io_export_after_effects.py')
-rw-r--r-- | io_export_after_effects.py | 6 |
1 files changed, 3 insertions, 3 deletions
diff --git a/io_export_after_effects.py b/io_export_after_effects.py index 370f9e44..871e0981 100644 --- a/io_export_after_effects.py +++ b/io_export_after_effects.py @@ -22,8 +22,8 @@ bl_info = { 'name': 'Export: Adobe After Effects (.jsx)', 'description': 'Export cameras, selected objects & camera solution 3D Markers to Adobe After Effects CS3 and above', 'author': 'Bartek Skorupa', - 'version': (0, 6, 0), - 'blender': (2, 6, 1), + 'version': (0, 6, 1), + 'blender': (2, 6, 2), 'location': 'File > Export > Adobe After Effects (.jsx)', "warning": "", "wiki_url": "http://wiki.blender.org/index.php/Extensions:2.5/Py/"\ @@ -427,7 +427,7 @@ def write_jsx_file(file, data, selection, include_active_cam, include_selected_c # get object name name_ae = selection['nulls'][i][1] # convert ob transform properties to AE space - ae_transform = convert_transform_matrix(ob[0].matrix_world.copy(), data['width'], data['height'], data['aspect'], x_rot_correction=False) + ae_transform = convert_transform_matrix(ob[0].matrix_world.copy(), data['width'], data['height'], data['aspect'], x_rot_correction=True) # store all values in dico js_data['nulls'][name_ae]['position'] += '[%f,%f,%f],' % (ae_transform[0], ae_transform[1], ae_transform[2]) if include_rotation: |