glTF exporter: better solution for mesh parented to bone management, when using rest pose as joint node default TRS
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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, 47),
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"version": (3, 4, 48),
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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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@ -26,28 +26,11 @@ def gather_channels_baked(obj_uuid, frame_range, export_settings):
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if len(bpy.data.actions) == 0:
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return None
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blender_obj = export_settings['vtree'].nodes[obj_uuid].blender_object
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if frame_range is None:
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start_frame = min([v[0] for v in [a.frame_range for a in bpy.data.actions]])
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end_frame = max([v[1] for v in [a.frame_range for a in bpy.data.actions]])
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else:
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if blender_obj.animation_data and blender_obj.animation_data.action:
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# Coming from object parented to bone, and object is also animated. So using range action
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start_frame, end_frame = blender_obj.animation_data.action.frame_range[0], blender_obj.animation_data.action.frame_range[1]
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else:
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# Coming from object parented to bone, and object is not animated. So using range from armature
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start_frame, end_frame = frame_range
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# use action if exists, else obj_uuid
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# When an object need some forced baked, there are 2 situations:
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# - Non animated object, but there are some selection, so we need to bake
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# - Object parented to bone. So we need to bake, because of inverse transforms on non default TRS armatures
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# In this last case, there are 2 situations :
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# - Object is also animated, so use the action name as key for caching
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# - Object is not animated, so use obj_uuid as key for caching, like for non animated object (case 1)
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key_action = blender_obj.animation_data.action.name if blender_obj.animation_data and blender_obj.animation_data.action else obj_uuid
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start_frame, end_frame = frame_range
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for p in ["location", "rotation_quaternion", "scale"]:
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channel = gather_animation_channel(
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@ -59,7 +42,7 @@ def gather_channels_baked(obj_uuid, frame_range, export_settings):
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start_frame,
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end_frame,
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False,
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key_action, # Use obj uuid as action name for caching (or action name if case of object parented to bone and animated)
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obj_uuid, # Use obj uuid as action name for caching
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None,
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False #If Object is not animated, don't keep animation for this channel
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)
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@ -167,21 +150,6 @@ def gather_animation_channels(obj_uuid: int,
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if channel is not None:
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channels.append(channel)
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# When An Object is parented to bone, and rest pose is used (not current frame)
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# If parenting is not done with same TRS than rest pose, this can lead to inconsistencies
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# So we need to bake object animation too, to be sure that correct TRS animation are used
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# Here, we want add these channels to same action that the armature
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if export_settings['gltf_selected'] is False and export_settings['gltf_current_frame'] is False:
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children_obj_parent_to_bones = []
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for bone_uuid in bones_uuid:
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children_obj_parent_to_bones.extend([child for child in export_settings['vtree'].nodes[bone_uuid].children if export_settings['vtree'].nodes[child].blender_type not in [VExportNode.BONE, VExportNode.ARMATURE]])
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for child_uuid in children_obj_parent_to_bones:
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channels_baked = gather_channels_baked(child_uuid, (bake_range_start, bake_range_end), export_settings)
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if channels_baked is not None:
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channels.extend(channels_baked)
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else:
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done_paths = []
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for channel_group in __get_channel_groups(blender_action, blender_object, export_settings):
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@ -35,7 +35,7 @@ class VExportNode:
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def __init__(self):
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self.children = []
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self.blender_type = None
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self.world_matrix = None
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self.matrix_world = None
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self.parent_type = None
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self.blender_object = None
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@ -62,9 +62,6 @@ class VExportNode:
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def add_child(self, uuid):
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self.children.append(uuid)
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def set_world_matrix(self, matrix):
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self.world_matrix = matrix
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def set_blender_data(self, blender_object, blender_bone):
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self.blender_object = blender_object
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self.blender_bone = blender_bone
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@ -170,6 +167,13 @@ class VExportTree:
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# Matrix World of object is expressed based on collection instance objects are
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# So real world matrix is collection world_matrix @ "world_matrix" of object
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node.matrix_world = parent_coll_matrix_world @ blender_object.matrix_world.copy()
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# If object is parented to bone, and Rest pose is used, we need to keep the world matrix
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# Of the rest pose, not the current world matrix
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if parent_uuid and self.nodes[parent_uuid].blender_type == VExportNode.BONE and self.export_settings['gltf_current_frame'] is False:
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blender_bone = self.nodes[parent_uuid].blender_bone
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node.matrix_world = (blender_bone.matrix @ blender_bone.bone.matrix_local.inverted_safe()).inverted_safe() @ node.matrix_world
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if node.blender_type == VExportNode.CAMERA and self.export_settings[gltf2_blender_export_keys.CAMERAS]:
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if self.export_settings[gltf2_blender_export_keys.YUP]:
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correction = Quaternion((2**0.5/2, -2**0.5/2, 0.0, 0.0))
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