glTF exporter: fix animation of parented to bone objects
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@ -163,7 +163,7 @@ def get_object_matrix(blender_obj_uuid: str,
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while frame <= end_frame:
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bpy.context.scene.frame_set(int(frame))
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for obj_uuid in [uid for (uid, n) in export_settings['vtree'].nodes.items() if n.blender_type != [VExportNode.BONE]]:
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for obj_uuid in [uid for (uid, n) in export_settings['vtree'].nodes.items() if n.blender_type not in [VExportNode.BONE]]:
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blender_obj = export_settings['vtree'].nodes[obj_uuid].blender_object
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# if this object is not animated, do not skip :
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@ -173,8 +173,17 @@ def get_object_matrix(blender_obj_uuid: str,
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if export_settings['vtree'].nodes[obj_uuid].parent_uuid is None:
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parent_mat = mathutils.Matrix.Identity(4).freeze()
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else:
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parent_mat = export_settings['vtree'].nodes[export_settings['vtree'].nodes[obj_uuid].parent_uuid].blender_object.matrix_world
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if export_settings['vtree'].nodes[export_settings['vtree'].nodes[obj_uuid].parent_uuid].blender_type not in [VExportNode.BONE]:
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parent_mat = export_settings['vtree'].nodes[export_settings['vtree'].nodes[obj_uuid].parent_uuid].blender_object.matrix_world
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else:
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# Object animated is parented to a bone
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blender_bone = export_settings['vtree'].nodes[export_settings['vtree'].nodes[obj_uuid].parent_bone_uuid].blender_bone
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armature_object = export_settings['vtree'].nodes[export_settings['vtree'].nodes[export_settings['vtree'].nodes[obj_uuid].parent_bone_uuid].armature].blender_object
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axis_basis_change = mathutils.Matrix(
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((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)))
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parent_mat = armature_object.matrix_world @ blender_bone.matrix @ axis_basis_change
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#For object inside collection (at root), matrix world is already expressed regarding collection parent
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if export_settings['vtree'].nodes[obj_uuid].parent_uuid is not None and export_settings['vtree'].nodes[export_settings['vtree'].nodes[obj_uuid].parent_uuid].blender_type == VExportNode.COLLECTION:
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parent_mat = mathutils.Matrix.Identity(4).freeze()
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