diff options
Diffstat (limited to 'io_scene_gltf2/blender/exp/gltf2_blender_gather_animation_channels.py')
-rwxr-xr-x | io_scene_gltf2/blender/exp/gltf2_blender_gather_animation_channels.py | 30 |
1 files changed, 25 insertions, 5 deletions
diff --git a/io_scene_gltf2/blender/exp/gltf2_blender_gather_animation_channels.py b/io_scene_gltf2/blender/exp/gltf2_blender_gather_animation_channels.py index b872aeaa..33af9b3e 100755 --- a/io_scene_gltf2/blender/exp/gltf2_blender_gather_animation_channels.py +++ b/io_scene_gltf2/blender/exp/gltf2_blender_gather_animation_channels.py @@ -19,15 +19,35 @@ from io_scene_gltf2.blender.exp.gltf2_blender_gather_tree import VExportNode from . import gltf2_blender_export_keys -def gather_channels_baked(obj_uuid, export_settings): +def gather_channels_baked(obj_uuid, frame_range, export_settings): channels = [] # If no animation in file, no need to bake if len(bpy.data.actions) == 0: return None - start_frame = min([v[0] for v in [a.frame_range for a in bpy.data.actions]]) - end_frame = max([v[1] for v in [a.frame_range for a in bpy.data.actions]]) + blender_obj = export_settings['vtree'].nodes[obj_uuid].blender_object + + if frame_range is None: + start_frame = min([v[0] for v in [a.frame_range for a in bpy.data.actions]]) + end_frame = max([v[1] for v in [a.frame_range for a in bpy.data.actions]]) + else: + if blender_obj.animation_data and blender_obj.animation_data.action: + # Coming from object parented to bone, and object is also animated. So using range action + start_frame, end_frame = blender_obj.animation_data.action.frame_range[0], blender_obj.animation_data.action.frame_range[1] + else: + # Coming from object parented to bone, and object is not animated. So using range from armature + start_frame, end_frame = frame_range + + # use action if exists, else obj_uuid + # When an object need some forced baked, there are 2 situtations: + # - Non animated object, but there are some selection, so we need to bake + # - Object parented to bone. So we need to bake, because of inverse transforms on non default TRS armatures + # In this last case, there are 2 situations : + # - Object is also animated, so use the action name as key for caching + # - Object is not animated, so use obj_uuid as key for caching, like for non animated object (case 1) + + key_action = blender_obj.animation_data.action.name if blender_obj.animation_data and blender_obj.animation_data.action else obj_uuid for p in ["location", "rotation_quaternion", "scale"]: channel = gather_animation_channel( @@ -39,7 +59,7 @@ def gather_channels_baked(obj_uuid, export_settings): start_frame, end_frame, False, - obj_uuid, # Use obj uuid as action name for caching + key_action, # Use obj uuid as action name for caching (or action name if case of object parented to bone and animated) None, False #If Object is not animated, don't keep animation for this channel ) @@ -158,7 +178,7 @@ def gather_animation_channels(obj_uuid: int, children_obj_parent_to_bones.extend([child for child in export_settings['vtree'].nodes[bone_uuid].children if export_settings['vtree'].nodes[child].blender_type not in [VExportNode.BONE, VExportNode.ARMATURE]]) for child_uuid in children_obj_parent_to_bones: - channels_baked = gather_channels_baked(child_uuid, export_settings) + channels_baked = gather_channels_baked(child_uuid, (bake_range_start, bake_range_end), export_settings) if channels_baked is not None: channels.extend(channels_baked) |