Cleanup: trailing space
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1cf57247c7
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@ -179,7 +179,7 @@ def gather_animation_channels(obj_uuid: int,
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blender_action.name,
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None,
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False #If Object is not animated, don't keep animation for this channel
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)
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)
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if channel is not None:
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channels.append(channel)
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@ -138,7 +138,7 @@ def get_object_matrix(blender_obj_uuid: str,
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data = {}
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# TODO : bake_range_start & bake_range_end are no more needed here
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# Because we bake, we don't know exactly the frame range,
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# Because we bake, we don't know exactly the frame range,
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# So using min / max of all actions
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start_frame = min([v[0] for v in [a.frame_range for a in bpy.data.actions]])
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@ -168,7 +168,7 @@ def get_object_matrix(blender_obj_uuid: str,
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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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@ -177,7 +177,7 @@ def get_object_matrix(blender_obj_uuid: str,
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if obj_uuid not in data.keys():
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data[obj_uuid] = {}
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if blender_obj.animation_data and blender_obj.animation_data.action:
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if blender_obj.animation_data.action.name not in data[obj_uuid].keys():
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data[obj_uuid][blender_obj.animation_data.action.name] = {}
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@ -34,11 +34,11 @@ def __gather_channels_baked(obj_uuid, export_settings):
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obj_uuid, # Use obj uuid as action name for caching
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None,
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False #If Object is not animated, don't keep animation for this channel
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)
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)
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if channel is not None:
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channels.append(channel)
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return channels if len(channels) > 0 else None
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return channels if len(channels) > 0 else None
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def gather_animations( obj_uuid: int,
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tracks: typing.Dict[str, typing.List[int]],
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@ -61,7 +61,7 @@ def gather_animations( obj_uuid: int,
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if len([a for a in blender_actions if a[2] == "OBJECT"]) == 0:
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# No TRS animation are found for this object.
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# But we need to bake, in case we export selection
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if export_settings['gltf_selected'] is True and blender_object.type != "ARMATURE":
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if export_settings['gltf_selected'] is True and blender_object.type != "ARMATURE":
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channels = __gather_channels_baked(obj_uuid, export_settings)
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if channels is not None:
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animation = gltf2_io.Animation(
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@ -56,7 +56,7 @@ def gather_material(blender_material, export_settings):
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)
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# If emissive is set, from an emissive node (not PBR)
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# We need to set manually default values for
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# We need to set manually default values for
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# pbr_metallic_roughness.baseColor
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if material.emissive_factor is not None and gltf2_blender_get.get_node_socket(blender_material, bpy.types.ShaderNodeBsdfPrincipled, "Base Color") is None:
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material.pbr_metallic_roughness = gltf2_blender_gather_materials_pbr_metallic_roughness.get_default_pbr_for_emissive_node()
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@ -365,11 +365,10 @@ class VExportTree:
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return False
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return True
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def search_missing_armature(self):
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for n in [n for n in self.nodes.values() if hasattr(n, "armature_needed") is True]:
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candidates = [i for i in self.nodes.values() if i.blender_type == VExportNode.ARMATURE and i.blender_object.name == n.armature_needed]
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if len(candidates) > 0:
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n.armature = candidates[0].uuid
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del n.armature_needed
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@ -72,7 +72,7 @@ def get_socket(blender_material: bpy.types.Material, name: str):
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name = "Color"
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else:
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type = bpy.types.ShaderNodeBsdfPrincipled
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return get_node_socket(blender_material, type, name)
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return None
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@ -69,7 +69,7 @@ def ami_args_as_data(ami):
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def ami_data_from_args(ami, args):
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ami.type = args["type"]
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for path in args["user_paths"]:
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ami.user_paths.new(path)
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@ -93,7 +93,7 @@ def vr_defaults_action_add(am,
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ami = am.actionmap_items.new(name, True)
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if ami:
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ami.type = 'FLOAT'
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ami.type = 'FLOAT'
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for path in user_paths:
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ami.user_paths.new(path)
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ami.op = op
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