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authorBastien Montagne <montagne29@wanadoo.fr>2014-12-20 16:20:23 +0300
committerBastien Montagne <montagne29@wanadoo.fr>2014-12-20 16:20:23 +0300
commit665b1a4113bc5a0cf918527b8659d2667e93caf9 (patch)
tree8397bf372ff64b57dabaf6124bd330bb9766dae1 /io_scene_fbx/import_fbx.py
parentc0e016dd83a243cb082b21d7477469719f0c9692 (diff)
Fix T42912: FBX export: Parenting to bones was broken.
Diffstat (limited to 'io_scene_fbx/import_fbx.py')
-rw-r--r--io_scene_fbx/import_fbx.py3
1 files changed, 3 insertions, 0 deletions
diff --git a/io_scene_fbx/import_fbx.py b/io_scene_fbx/import_fbx.py
index 1db465f9..d70bc90f 100644
--- a/io_scene_fbx/import_fbx.py
+++ b/io_scene_fbx/import_fbx.py
@@ -1637,6 +1637,8 @@ class FbxImportHelperNode:
return obj
def build_skeleton_children(self, fbx_tmpl, settings, scene):
+ from mathutils import Matrix
+
if self.is_bone:
for child in self.children:
if child.ignore:
@@ -1646,6 +1648,7 @@ class FbxImportHelperNode:
child_obj.parent = self.bl_obj # get the armature the bone belongs to
child_obj.parent_bone = self.bl_bone
child_obj.parent_type = 'BONE'
+ child_obj.matrix_parent_inverse = Matrix()
# Blender attaches to the end of a bone, while FBX attaches to the start. bone_child_matrix corrects for that.
if child.pre_matrix: