glTF importer: set custom props from extras for bones (EditBone & PoseBone)

This commit is contained in:
Julien Duroure 2019-10-12 20:35:48 +02:00
parent 334ca375b5
commit 0141c7f4cf
2 changed files with 6 additions and 2 deletions

View File

@ -15,7 +15,7 @@
bl_info = {
'name': 'glTF 2.0 format',
'author': 'Julien Duroure, Norbert Nopper, Urs Hanselmann, Moritz Becher, Benjamin Schmithüsen, Jim Eckerlein, and many external contributors',
"version": (1, 0, 8),
"version": (1, 0, 9),
'blender': (2, 81, 6),
'location': 'File > Import-Export',
'description': 'Import-Export as glTF 2.0',

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@ -17,7 +17,7 @@ import bpy
from mathutils import Vector, Matrix
from ..com.gltf2_blender_conversion import matrix_gltf_to_blender, scale_to_matrix
from ...io.imp.gltf2_io_binary import BinaryData
from ..com.gltf2_blender_extras import set_extras
class BlenderSkin():
"""Blender Skinning / Armature."""
@ -130,10 +130,14 @@ class BlenderSkin():
pynode.blender_bone_name = bone.name
pynode.blender_armature_name = pyskin.blender_armature_name
bone.tail = Vector((0.0, 1.0, 0.0)) # Needed to keep bone alive
# Custom prop on edit bone
set_extras(bone, pynode.extras)
# set bind and pose transforms
BlenderSkin.set_bone_transforms(gltf, skin_id, bone, node_id, parent)
bpy.ops.object.mode_set(mode="OBJECT")
# Custom prop on pose bone
set_extras(obj.pose.bones[bone.name], pynode.extras)
@staticmethod
def create_vertex_groups(gltf, skin_id):