diff options
author | Nils Hasler <nils.hasler> | 2022-03-08 18:17:07 +0300 |
---|---|---|
committer | Bastien Montagne <bastien@blender.org> | 2022-03-08 18:19:32 +0300 |
commit | a2c3cfdd764b1d84f5fb31454813bd0dd9c05ebe (patch) | |
tree | 1cd03be8e7cdabf14fb785b3f995bdc997630d98 /io_scene_fbx | |
parent | 1af4eb6f32cd62d84f5a91b2d2fcb19fe0757d67 (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__.py | 2 | ||||
-rw-r--r-- | io_scene_fbx/import_fbx.py | 2 |
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. |