glTF importer: tweak vertex color import
- The first imported one is now set as the rendered one - Color Attribute Node does no more specify the layer, so rendered one is used
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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, 4, 37),
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"version": (3, 4, 38),
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'blender': (3, 3, 0),
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'location': 'File > Import-Export',
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'description': 'Import-Export as glTF 2.0',
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@ -305,6 +305,10 @@ def do_primitives(gltf, mesh_idx, skin_idx, mesh, ob):
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mesh.color_attributes[layer.name].data.foreach_set('color', squish(loop_cols[col_i]))
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# Make sure the first Vertex Color Attribute is the rendered one
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if num_cols > 0:
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mesh.color_attributes.render_color_index = 0
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# Skinning
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# TODO: this is slow :/
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if num_joint_sets and mesh_options.skinning:
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@ -440,7 +440,7 @@ def base_color(
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# Vertex Color
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if mh.vertex_color:
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node = mh.node_tree.nodes.new('ShaderNodeVertexColor')
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node.layer_name = 'Col'
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# Do not set the layer name, so rendered one will be used (At import => The first one)
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node.location = x - 250, y - 240
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# Outputs
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mh.node_tree.links.new(vcolor_color_socket, node.outputs['Color'])
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