glTF importer: size of bone at creation are now based on armature scale
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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, 1, 24),
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"version": (1, 1, 25),
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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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@ -129,7 +129,7 @@ class BlenderSkin():
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bone = obj.data.edit_bones.new(name)
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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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bone.tail = Vector((0.0, 1.0 / obj.matrix_world.to_scale()[1], 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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