glTF exporter: cleanup: use inverted_safe on matrices
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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, Scurest, Norbert Nopper, Urs Hanselmann, Moritz Becher, Benjamin Schmithüsen, Jim Eckerlein, and many external contributors',
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"version": (1, 7, 25),
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"version": (1, 7, 26),
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'blender': (2, 91, 0),
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'location': 'File > Import-Export',
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'description': 'Import-Export as glTF 2.0',
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@ -387,7 +387,7 @@ def __get_positions(blender_mesh, key_blocks, armature, blender_object, export_s
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# Transform for skinning
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if armature and blender_object:
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apply_matrix = armature.matrix_world.inverted() @ blender_object.matrix_world
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apply_matrix = armature.matrix_world.inverted_safe() @ blender_object.matrix_world
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loc_transform = armature.matrix_world @ apply_matrix
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loc_transform = blender_object.matrix_world
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@ -427,8 +427,8 @@ def __get_normals(blender_mesh, key_blocks, armature, blender_object, export_set
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# Transform for skinning
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if armature and blender_object:
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apply_matrix = (armature.matrix_world.inverted() @ blender_object.matrix_world)
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apply_matrix = apply_matrix.to_3x3().inverted().transposed()
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apply_matrix = (armature.matrix_world.inverted_safe() @ blender_object.matrix_world)
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apply_matrix = apply_matrix.to_3x3().inverted_safe().transposed()
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normal_transform = armature.matrix_world.to_3x3() @ apply_matrix
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normals[:] = __apply_mat_to_all(normal_transform, normals)
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@ -463,7 +463,7 @@ def __get_tangents(blender_mesh, armature, blender_object, export_settings):
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# Transform for skinning
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if armature and blender_object:
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apply_matrix = armature.matrix_world.inverted() @ blender_object.matrix_world
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apply_matrix = armature.matrix_world.inverted_safe() @ blender_object.matrix_world
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tangent_transform = apply_matrix.to_quaternion().to_matrix()
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tangents = __apply_mat_to_all(tangent_transform, tangents)
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__normalize_vecs(tangents)
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@ -482,7 +482,7 @@ def __get_bitangent_signs(blender_mesh, armature, blender_object, export_setting
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if armature and blender_object:
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# Bitangent signs should flip when handedness changes
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# TODO: confirm
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apply_matrix = armature.matrix_world.inverted() @ blender_object.matrix_world
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apply_matrix = armature.matrix_world.inverted_safe() @ blender_object.matrix_world
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tangent_transform = apply_matrix.to_quaternion().to_matrix()
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flipped = tangent_transform.determinant() < 0
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if flipped:
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@ -370,7 +370,7 @@ def __gather_output(channels: typing.Tuple[bpy.types.FCurve],
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correction_matrix_local = axis_basis_change @ bone.bone.matrix_local
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else:
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correction_matrix_local = (
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bone.parent.bone.matrix_local.inverted() @
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bone.parent.bone.matrix_local.inverted_safe() @
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bone.bone.matrix_local
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)
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@ -40,7 +40,7 @@ def gather_joint(blender_object, blender_bone, export_settings):
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correction_matrix_local = axis_basis_change @ blender_bone.bone.matrix_local
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else:
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correction_matrix_local = (
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blender_bone.parent.bone.matrix_local.inverted() @
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blender_bone.parent.bone.matrix_local.inverted_safe() @
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blender_bone.bone.matrix_local
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)
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@ -90,7 +90,7 @@ def __gather_inverse_bind_matrices(blender_object, export_settings):
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blender_object.matrix_world @
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bone.bone.matrix_local
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)
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).inverted()
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).inverted_safe()
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matrices.append(inverse_bind_matrix)
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if export_settings['gltf_def_bones'] is False:
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