glTF importer: set custom props from extras for bones (EditBone & PoseBone)
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@ -15,7 +15,7 @@
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bl_info = {
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'name': 'glTF 2.0 format',
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'author': 'Julien Duroure, Norbert Nopper, Urs Hanselmann, Moritz Becher, Benjamin Schmithüsen, Jim Eckerlein, and many external contributors',
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"version": (1, 0, 8),
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"version": (1, 0, 9),
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'blender': (2, 81, 6),
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'location': 'File > Import-Export',
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'description': 'Import-Export as glTF 2.0',
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@ -17,7 +17,7 @@ import bpy
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from mathutils import Vector, Matrix
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from ..com.gltf2_blender_conversion import matrix_gltf_to_blender, scale_to_matrix
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from ...io.imp.gltf2_io_binary import BinaryData
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from ..com.gltf2_blender_extras import set_extras
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class BlenderSkin():
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"""Blender Skinning / Armature."""
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@ -130,10 +130,14 @@ class BlenderSkin():
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pynode.blender_bone_name = bone.name
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pynode.blender_armature_name = pyskin.blender_armature_name
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bone.tail = Vector((0.0, 1.0, 0.0)) # Needed to keep bone alive
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# Custom prop on edit bone
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set_extras(bone, pynode.extras)
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# set bind and pose transforms
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BlenderSkin.set_bone_transforms(gltf, skin_id, bone, node_id, parent)
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bpy.ops.object.mode_set(mode="OBJECT")
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# Custom prop on pose bone
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set_extras(obj.pose.bones[bone.name], pynode.extras)
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@staticmethod
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def create_vertex_groups(gltf, skin_id):
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