glTF exporter: fix normals for skinned meshes

This commit is contained in:
Julien Duroure 2020-02-23 12:01:16 +01:00
parent ee61a3a692
commit ec5ca6a6cb
2 changed files with 10 additions and 9 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, 2, 28),
"version": (1, 2, 29),
'blender': (2, 82, 7),
'location': 'File > Import-Export',
'description': 'Import-Export as glTF 2.0',

View File

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