glTF importer: size of bone at creation are now based on armature scale

This commit is contained in:
Julien Duroure 2019-12-14 08:44:53 +01:00
parent 18246268e8
commit 76fc4142b5
2 changed files with 2 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, 1, 24),
"version": (1, 1, 25),
'blender': (2, 81, 6),
'location': 'File > Import-Export',
'description': 'Import-Export as glTF 2.0',

View File

@ -129,7 +129,7 @@ class BlenderSkin():
bone = obj.data.edit_bones.new(name)
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
bone.tail = Vector((0.0, 1.0 / obj.matrix_world.to_scale()[1], 0.0)) # Needed to keep bone alive
# Custom prop on edit bone
set_extras(bone, pynode.extras)