Fix T44386: FBX export with 'all actions' enabled was a bit too much enthusiast.
It would export animations from all compatible actions - even for objects that were actually not animated at all! This would lead to undesired behavior esp. for simple objects scenes with only one or two animated. Now we only export all compatible actions for a given object if it is actually animated.
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Notes:
blender-bot
2023-02-14 19:57:33 +01:00
Referenced by issue #44386, FBX: issue export/import
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@ -21,7 +21,7 @@
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bl_info = {
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"name": "FBX format",
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"author": "Campbell Barton, Bastien Montagne, Jens Restemeier",
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"version": (3, 2, 3),
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"version": (3, 2, 4),
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"blender": (2, 74, 0),
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"location": "File > Import-Export",
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"description": "FBX IO meshes, UV's, vertex colors, materials, "
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@ -346,7 +346,9 @@ class ExportFBX(bpy.types.Operator, ExportHelper, IOFBXOrientationHelper):
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)
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bake_anim_use_all_actions = BoolProperty(
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name="All Actions",
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description="Export each action as a separated FBX's AnimStack, instead of global scene animation",
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description="Export each action as a separated FBX's AnimStack, instead of global scene animation "
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"(note that animated objects will get all actions compatible with them, "
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"others will get no animation at all)",
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default=True,
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)
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bake_anim_step = FloatProperty(
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@ -2010,17 +2010,16 @@ def fbx_animations(scene_data):
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ob = ob_obj.bdata # Back to real Blender Object.
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if not ob.animation_data:
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continue # Do not export animations for objects that are absolutely not animated, see T44386.
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# We can't play with animdata and actions and get back to org state easily.
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# So we have to add a temp copy of the object to the scene, animate it, and remove it... :/
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ob_copy = ob.copy()
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# Great, have to handle bones as well if needed...
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pbones_matrices = [pbo.matrix_basis.copy() for pbo in ob.pose.bones] if ob.type == 'ARMATURE' else ...
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if ob.animation_data:
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org_act = ob.animation_data.action
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else:
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org_act = ...
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ob.animation_data_create()
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org_act = ob.animation_data.action
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path_resolve = ob.path_resolve
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for act in bpy.data.actions:
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@ -2036,16 +2035,13 @@ def fbx_animations(scene_data):
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if pbones_matrices is not ...:
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for pbo, mat in zip(ob.pose.bones, pbones_matrices):
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pbo.matrix_basis = mat.copy()
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ob.animation_data.action = None if org_act is ... else org_act
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ob.animation_data.action = org_act
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restore_object(ob, ob_copy)
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if pbones_matrices is not ...:
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for pbo, mat in zip(ob.pose.bones, pbones_matrices):
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pbo.matrix_basis = mat.copy()
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if org_act is ...:
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ob.animation_data_clear()
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else:
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ob.animation_data.action = org_act
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ob.animation_data.action = org_act
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bpy.data.objects.remove(ob_copy)
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