glTF exporter: Fix some inv bind matrix

This commit is contained in:
Julien Duroure 2019-02-22 11:01:27 +01:00
parent 2c8e27493f
commit 26330ab143
3 changed files with 22 additions and 16 deletions

View File

@ -669,12 +669,14 @@ def extract_primitives(glTF, blender_mesh, blender_vertex_groups, modifiers, exp
if modifiers is not None:
modifiers_dict = {m.type: m for m in modifiers}
if "ARMATURE" in modifiers_dict:
armature = modifiers_dict["ARMATURE"].object
skin = gltf2_blender_gather_skins.gather_skin(armature, export_settings)
for index, j in enumerate(skin.joints):
if j.name == vertex_group_name:
joint_index = index
break
modifier = modifiers_dict["ARMATURE"]
armature = modifier.object
if armature:
skin = gltf2_blender_gather_skins.gather_skin(armature, modifier.id_data, export_settings)
for index, j in enumerate(skin.joints):
if j.name == vertex_group_name:
joint_index = index
break
#
if joint_index is not None:

View File

@ -221,7 +221,7 @@ def __gather_trans_rot_scale(blender_object, export_settings):
def __gather_skin(blender_object, export_settings):
modifiers = {m.type: m for m in blender_object.modifiers}
if "ARMATURE" not in modifiers:
if "ARMATURE" not in modifiers or modifiers["ARMATURE"].object is None:
return None
# no skin needed when the modifier is linked without having a vertex group
@ -235,7 +235,7 @@ def __gather_skin(blender_object, export_settings):
return None
# Skins and meshes must be in the same glTF node, which is different from how blender handles armatures
return gltf2_blender_gather_skins.gather_skin(modifiers["ARMATURE"].object, export_settings)
return gltf2_blender_gather_skins.gather_skin(modifiers["ARMATURE"].object, blender_object, export_settings)
def __gather_weights(blender_object, export_settings):

View File

@ -23,11 +23,12 @@ from io_scene_gltf2.blender.com import gltf2_blender_math
@cached
def gather_skin(blender_object, export_settings):
def gather_skin(blender_object, mesh_object, export_settings):
"""
Gather armatures, bones etc into a glTF2 skin object.
:param blender_object: the object which may contain a skin
:param mesh_object: the mesh object to be deformed
:param export_settings:
:return: a glTF2 skin object
"""
@ -37,7 +38,7 @@ def gather_skin(blender_object, export_settings):
return gltf2_io.Skin(
extensions=__gather_extensions(blender_object, export_settings),
extras=__gather_extras(blender_object, export_settings),
inverse_bind_matrices=__gather_inverse_bind_matrices(blender_object, export_settings),
inverse_bind_matrices=__gather_inverse_bind_matrices(blender_object, mesh_object, export_settings),
joints=__gather_joints(blender_object, export_settings),
name=__gather_name(blender_object, export_settings),
skeleton=__gather_skeleton(blender_object, export_settings)
@ -60,8 +61,7 @@ def __gather_extensions(blender_object, export_settings):
def __gather_extras(blender_object, export_settings):
return None
def __gather_inverse_bind_matrices(blender_object, export_settings):
def __gather_inverse_bind_matrices(blender_object, mesh_object, export_settings):
inverse_matrices = []
axis_basis_change = mathutils.Matrix.Identity(4)
@ -77,11 +77,15 @@ def __gather_inverse_bind_matrices(blender_object, export_settings):
#
for blender_bone in blender_object.pose.bones:
inverse_bind_matrix = gltf2_blender_math.multiply(axis_basis_change, blender_bone.bone.matrix_local)
bind_shape_matrix = gltf2_blender_math.multiply(gltf2_blender_math.multiply(
axis_basis_change, blender_object.matrix_world.inverted()), axis_basis_change.inverted())
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
)
).inverted()
inverse_bind_matrix = gltf2_blender_math.multiply(inverse_bind_matrix.inverted(), bind_shape_matrix)
for column in range(0, 4):
for row in range(0, 4):
inverse_matrices.append(inverse_bind_matrix[row][column])