From 64fcec250d2d9450ac64d8314af7092a6922a28b Mon Sep 17 00:00:00 2001 From: Julien Duroure Date: Sat, 6 Nov 2021 09:58:53 +0100 Subject: glTF importer: Fix T92808 change after change on vertex groups data now on mesh --- io_scene_gltf2/__init__.py | 4 ++-- io_scene_gltf2/blender/imp/gltf2_blender_mesh.py | 6 +++--- io_scene_gltf2/blender/imp/gltf2_blender_node.py | 5 ----- 3 files changed, 5 insertions(+), 10 deletions(-) diff --git a/io_scene_gltf2/__init__.py b/io_scene_gltf2/__init__.py index 3a279780..3c4022d5 100755 --- a/io_scene_gltf2/__init__.py +++ b/io_scene_gltf2/__init__.py @@ -15,8 +15,8 @@ bl_info = { 'name': 'glTF 2.0 format', 'author': 'Julien Duroure, Scurest, Norbert Nopper, Urs Hanselmann, Moritz Becher, Benjamin Schmithüsen, Jim Eckerlein, and many external contributors', - "version": (1, 7, 31), - 'blender': (2, 91, 0), + "version": (1, 7, 32), + 'blender': (3, 0, 0), 'location': 'File > Import-Export', 'description': 'Import-Export as glTF 2.0', 'warning': '', diff --git a/io_scene_gltf2/blender/imp/gltf2_blender_mesh.py b/io_scene_gltf2/blender/imp/gltf2_blender_mesh.py index f05fa7f6..bbff340c 100755 --- a/io_scene_gltf2/blender/imp/gltf2_blender_mesh.py +++ b/io_scene_gltf2/blender/imp/gltf2_blender_mesh.py @@ -303,9 +303,9 @@ def do_primitives(gltf, mesh_idx, skin_idx, mesh, ob): # TODO: this is slow :/ if num_joint_sets: pyskin = gltf.data.skins[skin_idx] - for i, _ in enumerate(pyskin.joints): - # ob is a temp object, so don't worry about the name. - ob.vertex_groups.new(name='X%d' % i) + for i, node_idx in enumerate(pyskin.joints): + bone = gltf.vnodes[node_idx] + ob.vertex_groups.new(name=bone.blender_bone_name) vgs = list(ob.vertex_groups) diff --git a/io_scene_gltf2/blender/imp/gltf2_blender_node.py b/io_scene_gltf2/blender/imp/gltf2_blender_node.py index 8e0d7cbb..550bd5a0 100755 --- a/io_scene_gltf2/blender/imp/gltf2_blender_node.py +++ b/io_scene_gltf2/blender/imp/gltf2_blender_node.py @@ -241,11 +241,6 @@ class BlenderNode(): # Armature/bones should have already been created. - # Create vertex groups for each joint - for node_idx in pyskin.joints: - bone = gltf.vnodes[node_idx] - obj.vertex_groups.new(name=bone.blender_bone_name) - # Create an Armature modifier first_bone = gltf.vnodes[pyskin.joints[0]] arma = gltf.vnodes[first_bone.bone_arma] -- cgit v1.2.3