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Diffstat (limited to 'io_scene_gltf2/blender/exp/gltf2_blender_gather_animations.py')
-rwxr-xr-xio_scene_gltf2/blender/exp/gltf2_blender_gather_animations.py29
1 files changed, 16 insertions, 13 deletions
diff --git a/io_scene_gltf2/blender/exp/gltf2_blender_gather_animations.py b/io_scene_gltf2/blender/exp/gltf2_blender_gather_animations.py
index 2d579d5b..bdb2ee00 100755
--- a/io_scene_gltf2/blender/exp/gltf2_blender_gather_animations.py
+++ b/io_scene_gltf2/blender/exp/gltf2_blender_gather_animations.py
@@ -66,19 +66,22 @@ def gather_animations( obj_uuid: int,
# (Only when force sampling is ON)
# If force sampling is OFF, can lead to inconsistent export anyway
if export_settings['gltf_selected'] is True and blender_object.type != "ARMATURE" and export_settings['gltf_force_sampling'] is True:
- channels = __gather_channels_baked(obj_uuid, export_settings)
- if channels is not None:
- animation = gltf2_io.Animation(
- channels=channels,
- extensions=None, # as other animations
- extras=None, # Because there is no animation to get extras from
- name=blender_object.name, # Use object name as animation name
- samplers=[]
- )
-
- __link_samplers(animation, export_settings)
- if animation is not None:
- animations.append(animation)
+ # We also have to check if this is a skinned mesh, because we don't have to force animation baking on this case
+ # (skinned meshes TRS must be ignored, says glTF specification)
+ if export_settings['vtree'].nodes[obj_uuid].skin is None:
+ channels = __gather_channels_baked(obj_uuid, export_settings)
+ if channels is not None:
+ animation = gltf2_io.Animation(
+ channels=channels,
+ extensions=None, # as other animations
+ extras=None, # Because there is no animation to get extras from
+ name=blender_object.name, # Use object name as animation name
+ samplers=[]
+ )
+
+ __link_samplers(animation, export_settings)
+ if animation is not None:
+ animations.append(animation)
elif export_settings['gltf_selected'] is True and blender_object.type == "ARMATURE":
# We need to bake all bones. Because some bone can have some constraints linking to
# some other armature bones, for example