glTF exporter: export armature without skined mesh as skin in glTF files
At import, this will be defined as armature/joints instead of empties
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@ -4,7 +4,7 @@
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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": (3, 2, 10),
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"version": (3, 2, 11),
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'blender': (3, 1, 0),
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'location': 'File > Import-Export',
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'description': 'Import-Export as glTF 2.0',
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@ -65,6 +65,8 @@ def __export(export_settings):
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def __gather_gltf(exporter, export_settings):
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active_scene_idx, scenes, animations = gltf2_blender_gather.gather_gltf2(export_settings)
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unused_skins = export_settings['vtree'].get_unused_skins()
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if export_settings['gltf_draco_mesh_compression']:
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gltf2_io_draco_compression_extension.encode_scene_primitives(scenes, export_settings)
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exporter.add_draco_extension()
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@ -75,6 +77,7 @@ def __gather_gltf(exporter, export_settings):
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exporter.add_scene(scene, idx==active_scene_idx)
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for animation in animations:
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exporter.add_animation(animation)
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exporter.traverse_unused_skins(unused_skins)
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def __create_buffer(exporter, export_settings):
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@ -372,3 +372,12 @@ class VExportTree:
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if len(candidates) > 0:
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n.armature = candidates[0].uuid
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del n.armature_needed
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def get_unused_skins(self):
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from .gltf2_blender_gather_skins import gather_skin
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skins = []
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for n in [n for n in self.nodes.values() if n.blender_type == VExportNode.ARMATURE]:
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if len([m for m in self.nodes.values() if m.keep_tag is True and m.blender_type == VExportNode.OBJECT and m.armature == n.uuid]) == 0:
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skin = gather_skin(n.uuid, self.export_settings)
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skins.append(skin)
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return skins
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@ -174,6 +174,10 @@ class GlTF2Exporter:
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if active:
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self.__gltf.scene = scene_num
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def traverse_unused_skins(self, skins):
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for s in skins:
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self.__traverse(s)
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def add_animation(self, animation: gltf2_io.Animation):
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"""
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Add an animation to the glTF.
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