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authorBastien Montagne <montagne29@wanadoo.fr>2016-07-31 19:37:50 +0300
committerBastien Montagne <montagne29@wanadoo.fr>2016-07-31 19:37:50 +0300
commit96a957faf31e15ed4922b9cb544fd154b01dee5e (patch)
treee5f89c0e2ec80caa7a1f5fc622872826c85b4cd0 /io_scene_fbx/export_fbx_bin.py
parente3f4241e295df0e1efa725606b3823f06db7a36b (diff)
Fix T48977: rigged meshes' animation is not really supported in FBX.
rigged meshes are global, but implicitly local to their armature... so far was exporting their animation in global space, and trying to correct it back to local on import, but this cannot work that way - and actually does not make much sense. So for now, fully disabling tranform animation of rigged meshes. Did quick check with Unreal engine, and looks like it is totally ignoring any rigged mesh animation anyway. If a kind miracle gives us some day full specs of that format, we may learn what exact behavior is expected in that case.
Diffstat (limited to 'io_scene_fbx/export_fbx_bin.py')
-rw-r--r--io_scene_fbx/export_fbx_bin.py3
1 files changed, 2 insertions, 1 deletions
diff --git a/io_scene_fbx/export_fbx_bin.py b/io_scene_fbx/export_fbx_bin.py
index 831426d6..4979dfc3 100644
--- a/io_scene_fbx/export_fbx_bin.py
+++ b/io_scene_fbx/export_fbx_bin.py
@@ -1881,11 +1881,12 @@ def fbx_animations_do(scene_data, ref_id, f_start, f_end, start_zero, objects=No
p_rots = {}
for ob_obj in objects:
+ if ob_obj.parented_to_armature:
+ continue
ACNW = AnimationCurveNodeWrapper
loc, rot, scale, _m, _mr = ob_obj.fbx_object_tx(scene_data)
rot_deg = tuple(convert_rad_to_deg_iter(rot))
force_key = (simplify_fac == 0.0) or (ob_obj.is_bone and force_keying)
- print(force_key, simplify_fac)
animdata_ob[ob_obj] = (ACNW(ob_obj.key, 'LCL_TRANSLATION', force_key, force_sek, loc),
ACNW(ob_obj.key, 'LCL_ROTATION', force_key, force_sek, rot_deg),
ACNW(ob_obj.key, 'LCL_SCALING', force_key, force_sek, scale))