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authorNils Hasler <nils.hasler>2022-03-08 18:17:07 +0300
committerBastien Montagne <bastien@blender.org>2022-03-08 18:19:32 +0300
commita2c3cfdd764b1d84f5fb31454813bd0dd9c05ebe (patch)
tree1cd03be8e7cdabf14fb785b3f995bdc997630d98 /io_scene_fbx
parent1af4eb6f32cd62d84f5a91b2d2fcb19fe0757d67 (diff)
Group FCurves by bone name when importing from FBX or BVH
When importing an animation from FBX or BVH the fcurves are currently shown as a very long list in the dope sheet. When you manually create a keyframe they are grouped by bone name, which is much more user friendly. This patch groups imported animations by bone name too. The changes are trivial: * In the FBX case it was falsely using the object name to group all curves rather than the bone name. * The BVH importer simply wasn't using the grouping feature at all. Reviewed By: mont29 Maniphest Tasks: T82472 Differential Revision: https://developer.blender.org/D11269
Diffstat (limited to 'io_scene_fbx')
-rw-r--r--io_scene_fbx/__init__.py2
-rw-r--r--io_scene_fbx/import_fbx.py2
2 files changed, 2 insertions, 2 deletions
diff --git a/io_scene_fbx/__init__.py b/io_scene_fbx/__init__.py
index cf7b75a8..39a7815c 100644
--- a/io_scene_fbx/__init__.py
+++ b/io_scene_fbx/__init__.py
@@ -5,7 +5,7 @@
bl_info = {
"name": "FBX format",
"author": "Campbell Barton, Bastien Montagne, Jens Restemeier",
- "version": (4, 33, 1),
+ "version": (4, 34, 1),
"blender": (3, 2, 0),
"location": "File > Import-Export",
"description": "FBX IO meshes, UV's, vertex colors, materials, textures, cameras, lamps and actions",
diff --git a/io_scene_fbx/import_fbx.py b/io_scene_fbx/import_fbx.py
index 7efd3ab1..731ad388 100644
--- a/io_scene_fbx/import_fbx.py
+++ b/io_scene_fbx/import_fbx.py
@@ -591,7 +591,7 @@ def blen_read_animations_action_item(action, item, cnodes, fps, anim_offset, glo
bl_obj = item.bl_obj
# We want to create actions for objects, but for bones we 'reuse' armatures' actions!
- grpname = item.bl_obj.name
+ grpname = bl_obj.name
# Since we might get other channels animated in the end, due to all FBX transform magic,
# we need to add curves for whole loc/rot/scale in any case.