glTF importer: fix import of bone rest pose of negative scaled bones
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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, 1, 6),
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"version": (1, 1, 7),
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'blender': (2, 81, 6),
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'location': 'File > Import-Export',
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'description': 'Import-Export as glTF 2.0',
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@ -96,10 +96,10 @@ class BlenderSkin():
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obj.pose.bones[pynode.blender_bone_name].location = \
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bind_rotation.inverted().to_matrix().to_4x4() @ final_location
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# Do the same for rotation
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# Do the same for rotation & scale
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obj.pose.bones[pynode.blender_bone_name].rotation_quaternion = \
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(bind_rotation.to_matrix().to_4x4().inverted() @ parent_mat @
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rotation.to_matrix().to_4x4()).to_quaternion()
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(pynode.blender_bone_matrix.inverted() @ parent_mat @
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matrix_gltf_to_blender(pynode.transform)).to_quaternion()
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obj.pose.bones[pynode.blender_bone_name].scale = \
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(bind_scale.inverted() @ parent_mat @ scale_to_matrix(scale)).to_scale()
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