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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.py60
1 files changed, 32 insertions, 28 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 20a919dc..bdb2ee00 100755
--- a/io_scene_gltf2/blender/exp/gltf2_blender_gather_animations.py
+++ b/io_scene_gltf2/blender/exp/gltf2_blender_gather_animations.py
@@ -64,21 +64,24 @@ def gather_animations( obj_uuid: int,
# No TRS animation are found for this object.
# But we need to bake, in case we export selection
# (Only when force sampling is ON)
- # If force sampling is OFF, can lead to inconsistant export anyway
+ # 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
@@ -319,20 +322,21 @@ def __get_blender_actions(blender_object: bpy.types.Object,
action_on_type[strip.action.name] = "SHAPEKEY"
# If there are only 1 armature, include all animations, even if not in NLA
- if blender_object.type == "ARMATURE":
- if len(export_settings['vtree'].get_all_node_of_type(VExportNode.ARMATURE)) == 1:
- # Keep all actions on objects (no Shapekey animation)
- for act in [a for a in bpy.data.actions if a.id_root == "OBJECT"]:
- # We need to check this is an armature action
- # Checking that at least 1 bone is animated
- if not __is_armature_action(act):
- continue
- # Check if this action is already taken into account
- if act.name in blender_tracks.keys():
- continue
- blender_actions.append(act)
- blender_tracks[act.name] = None
- action_on_type[act.name] = "OBJECT"
+ if export_settings['gltf_export_anim_single_armature'] is True:
+ if blender_object.type == "ARMATURE":
+ if len(export_settings['vtree'].get_all_node_of_type(VExportNode.ARMATURE)) == 1:
+ # Keep all actions on objects (no Shapekey animation)
+ for act in [a for a in bpy.data.actions if a.id_root == "OBJECT"]:
+ # We need to check this is an armature action
+ # Checking that at least 1 bone is animated
+ if not __is_armature_action(act):
+ continue
+ # Check if this action is already taken into account
+ if act.name in blender_tracks.keys():
+ continue
+ blender_actions.append(act)
+ blender_tracks[act.name] = None
+ action_on_type[act.name] = "OBJECT"
export_user_extensions('gather_actions_hook', export_settings, blender_object, blender_actions, blender_tracks, action_on_type)