glTF exporter: fix skinning export

This commit is contained in:
Julien Duroure 2019-04-02 22:11:26 +02:00
parent 3e70027f57
commit 0a232c9480
1 changed files with 22 additions and 28 deletions

View File

@ -63,33 +63,44 @@ def __gather_extras(blender_object, export_settings):
return None
def __gather_inverse_bind_matrices(blender_object, mesh_object, export_settings):
inverse_matrices = []
axis_basis_change = mathutils.Matrix.Identity(4)
if export_settings[gltf2_blender_export_keys.YUP]:
axis_basis_change = mathutils.Matrix(
((1.0, 0.0, 0.0, 0.0), (0.0, 0.0, 1.0, 0.0), (0.0, -1.0, 0.0, 0.0), (0.0, 0.0, 0.0, 1.0)))
# # artificial torso, as needed by glTF
# inverse_bind_matrix = blender_object.matrix_world.inverted() * axis_basis_change.inverted()
# for column in range(0, 4):
# for row in range(0, 4):
# inverse_matrices.append(inverse_bind_matrix[row][column])
#
# build the hierarchy of nodes out of the bones
root_bones = []
for blender_bone in blender_object.pose.bones:
if not blender_bone.parent:
root_bones.append(blender_bone)
matrices = []
# traverse the matrices in the same order as the joints and compute the inverse bind matrix
def __collect_matrices(bone):
matrix_world = gltf2_blender_math.multiply(blender_object.matrix_world, mesh_object.matrix_world.inverted())
inverse_bind_matrix = gltf2_blender_math.multiply(
axis_basis_change,
gltf2_blender_math.multiply(
matrix_world,
blender_bone.bone.matrix_local
bone.bone.matrix_local
)
).inverted()
matrices.append(inverse_bind_matrix)
for child in bone.children:
__collect_matrices(child)
# start with the "root" bones and recurse into children, in the same ordering as the how joints are gathered
for root_bone in root_bones:
__collect_matrices(root_bone)
# flatten the matrices
inverse_matrices = []
for matrix in matrices:
for column in range(0, 4):
for row in range(0, 4):
inverse_matrices.append(inverse_bind_matrix[row][column])
inverse_matrices.append(matrix[row][column])
binary_data = gltf2_io_binary_data.BinaryData.from_list(inverse_matrices, gltf2_io_constants.ComponentType.Float)
return gltf2_blender_gather_accessors.gather_accessor(
@ -104,23 +115,6 @@ def __gather_inverse_bind_matrices(blender_object, mesh_object, export_settings)
def __gather_joints(blender_object, export_settings):
# # the skeletal hierarchy groups below a 'root' joint
# # TODO: add transform?
# torso = gltf2_io.Node(
# camera=None,
# children=[],
# extensions={},
# extras=None,
# matrix=[],
# mesh=None,
# name="Skeleton_" + blender_object.name,
# rotation=None,
# scale=None,
# skin=None,
# translation=None,
# weights=None
# )
root_joints = []
# build the hierarchy of nodes out of the bones
for blender_bone in blender_object.pose.bones: