glTF exporter: fix normals for skinned meshes
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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, 2, 28),
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"version": (1, 2, 29),
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'blender': (2, 82, 7),
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'location': 'File > Import-Export',
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'description': 'Import-Export as glTF 2.0',
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@ -64,7 +64,7 @@ class ShapeKey:
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# Functions
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#
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def convert_swizzle_normal_and_tangent(loc, armature, blender_object, export_settings):
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def convert_swizzle_normal(loc, armature, blender_object, export_settings):
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"""Convert a normal data from Blender coordinate system to glTF coordinate system."""
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if not armature:
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# Classic case. Mesh is not skined, no need to apply armature transfoms on vertices / normals / tangents
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@ -74,8 +74,10 @@ def convert_swizzle_normal_and_tangent(loc, armature, blender_object, export_set
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return Vector((loc[0], loc[1], loc[2]))
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else:
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# Mesh is skined, we have to apply armature transforms on data
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apply_matrix = armature.matrix_world.inverted() @ blender_object.matrix_world
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new_loc = apply_matrix.to_quaternion() @ loc
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apply_matrix = (armature.matrix_world.inverted() @ blender_object.matrix_world).to_3x3().inverted()
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apply_matrix.transpose()
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new_loc = ((armature.matrix_world.to_3x3() @ apply_matrix).to_4x4() @ Matrix.Translation(Vector((loc[0], loc[1], loc[2])))).to_translation()
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if export_settings[gltf2_blender_export_keys.YUP]:
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return Vector((new_loc[0], new_loc[2], -new_loc[1]))
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else:
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@ -640,14 +642,14 @@ def extract_primitives(glTF, blender_mesh, blender_object, blender_vertex_groups
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v = convert_swizzle_location(vertex.co, armature, blender_object, export_settings)
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if blender_polygon.use_smooth or blender_mesh.use_auto_smooth:
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if blender_mesh.has_custom_normals:
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n = convert_swizzle_normal_and_tangent(blender_mesh.loops[loop_index].normal, armature, blender_object, export_settings)
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n = convert_swizzle_normal(blender_mesh.loops[loop_index].normal, armature, blender_object, export_settings)
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else:
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n = convert_swizzle_normal_and_tangent(vertex.normal, armature, blender_object, export_settings)
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n = convert_swizzle_normal(vertex.normal, armature, blender_object, export_settings)
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if use_tangents:
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t = convert_swizzle_tangent(blender_mesh.loops[loop_index].tangent, armature, blender_object, export_settings)
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b = convert_swizzle_location(blender_mesh.loops[loop_index].bitangent, armature, blender_object, export_settings)
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else:
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n = convert_swizzle_normal_and_tangent(face_normal, armature, blender_object, export_settings)
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n = convert_swizzle_normal(face_normal, armature, blender_object, export_settings)
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if use_tangents:
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t = convert_swizzle_tangent(face_tangent, armature, blender_object, export_settings)
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b = convert_swizzle_location(face_bitangent, armature, blender_object, export_settings)
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@ -766,7 +768,7 @@ def extract_primitives(glTF, blender_mesh, blender_object, blender_vertex_groups
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temp_normals[blender_polygon.index * 3 + 0], temp_normals[blender_polygon.index * 3 + 1],
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temp_normals[blender_polygon.index * 3 + 2])
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n_morph = convert_swizzle_normal_and_tangent(Vector(n_morph), armature, blender_object, export_settings)
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n_morph = convert_swizzle_normal(Vector(n_morph), armature, blender_object, export_settings)
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# Store delta.
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n_morph -= n
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@ -969,4 +971,3 @@ def extract_primitives(glTF, blender_mesh, blender_object, blender_vertex_groups
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print_console('INFO', 'Primitives created: ' + str(len(result_primitives)))
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return result_primitives
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