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author | Gaia Clary <gaia.clary@machinimatrix.org> | 2018-02-24 15:11:30 +0300 |
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committer | Gaia Clary <gaia.clary@machinimatrix.org> | 2018-02-24 17:55:27 +0300 |
commit | dd7b9a362d9e362f81825bfa05f06741e9c1323b (patch) | |
tree | 1cd3d6dda1f484ba91674336a9094a055e54376b /source/blender/collada/collada_utils.cpp | |
parent | 4403ca80bda690c0ac44e4a6db0cddf4b2428006 (diff) |
T45687: Rework the Export/Import of Animations
This started with a fix for an animated Object Hierarchy. Then i decided to cleanup and optimize a bit. But at the end this has become a more or less full rewrite of the Animation Exporter. All of this happened in a separate local branch and i have retained all my local commits to better see what i have done.
Brief description:
* I fixed a few issues with exporting keyframed animations of object hierarchies where the objects have parent inverse matrices which differ from the Identity matrix.
* I added the option to export sampled animations with a user defined sampling rate (new user interface option)
* I briefly tested Object Animations and Rig Animations.
What is still needed:
* Cleanup the code
* Optimize the user interface
* Do the Documentation
Reviewers: mont29
Reviewed By: mont29
Differential Revision: https://developer.blender.org/D3070
Diffstat (limited to 'source/blender/collada/collada_utils.cpp')
-rw-r--r-- | source/blender/collada/collada_utils.cpp | 12 |
1 files changed, 12 insertions, 0 deletions
diff --git a/source/blender/collada/collada_utils.cpp b/source/blender/collada/collada_utils.cpp index 415daccfa3d..9f984a33ed1 100644 --- a/source/blender/collada/collada_utils.cpp +++ b/source/blender/collada/collada_utils.cpp @@ -53,6 +53,7 @@ extern "C" { #include "BKE_mesh.h" #include "BKE_scene.h" #include "BKE_DerivedMesh.h" +#include "BKE_main.h" #include "ED_armature.h" @@ -132,6 +133,17 @@ int bc_set_parent(Object *ob, Object *par, bContext *C, bool is_parent_space) return true; } +Main *bc_get_main() +{ + return G.main; +} + +EvaluationContext *bc_get_evaluation_context() +{ + Main *bmain = G.main; + return bmain->eval_ctx; +} + Object *bc_add_object(Scene *scene, int type, const char *name) { Object *ob = BKE_object_add_only_object(G.main, type, name); |