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Diffstat (limited to 'io_scene_gltf2/blender/exp/gltf2_blender_gather_skins.py')
-rwxr-xr-xio_scene_gltf2/blender/exp/gltf2_blender_gather_skins.py10
1 files changed, 4 insertions, 6 deletions
diff --git a/io_scene_gltf2/blender/exp/gltf2_blender_gather_skins.py b/io_scene_gltf2/blender/exp/gltf2_blender_gather_skins.py
index 71682e94..59af7d72 100755
--- a/io_scene_gltf2/blender/exp/gltf2_blender_gather_skins.py
+++ b/io_scene_gltf2/blender/exp/gltf2_blender_gather_skins.py
@@ -24,12 +24,11 @@ from io_scene_gltf2.blender.com import gltf2_blender_math
@cached
-def gather_skin(blender_object, mesh_object, export_settings):
+def gather_skin(blender_object, export_settings):
"""
Gather armatures, bones etc into a glTF2 skin object.
:param blender_object: the object which may contain a skin
- :param mesh_object: the mesh object to be deformed
:param export_settings:
:return: a glTF2 skin object
"""
@@ -39,7 +38,7 @@ def gather_skin(blender_object, mesh_object, export_settings):
return gltf2_io.Skin(
extensions=__gather_extensions(blender_object, export_settings),
extras=__gather_extras(blender_object, export_settings),
- inverse_bind_matrices=__gather_inverse_bind_matrices(blender_object, mesh_object, export_settings),
+ inverse_bind_matrices=__gather_inverse_bind_matrices(blender_object, export_settings),
joints=__gather_joints(blender_object, export_settings),
name=__gather_name(blender_object, export_settings),
skeleton=__gather_skeleton(blender_object, export_settings)
@@ -62,7 +61,7 @@ def __gather_extensions(blender_object, export_settings):
def __gather_extras(blender_object, export_settings):
return None
-def __gather_inverse_bind_matrices(blender_object, mesh_object, export_settings):
+def __gather_inverse_bind_matrices(blender_object, export_settings):
axis_basis_change = mathutils.Matrix.Identity(4)
if export_settings[gltf2_blender_export_keys.YUP]:
axis_basis_change = mathutils.Matrix(
@@ -78,11 +77,10 @@ def __gather_inverse_bind_matrices(blender_object, mesh_object, export_settings)
# traverse the matrices in the same order as the joints and compute the inverse bind matrix
def __collect_matrices(bone):
- matrix_world = gltf2_blender_math.multiply(blender_object.matrix_world, mesh_object.matrix_world.inverted())
inverse_bind_matrix = gltf2_blender_math.multiply(
axis_basis_change,
gltf2_blender_math.multiply(
- matrix_world,
+ blender_object.matrix_world,
bone.bone.matrix_local
)
).inverted()