GLTF UI: Small tweaks for new layout features
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@ -280,7 +280,7 @@ class ExportGLTF2_Base:
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)
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export_def_bones: BoolProperty(
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name='Export Deformation bones only',
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name='Export Deformation Bones Only',
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description='Export Deformation bones only (and needed bones for hierarchy)',
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default=False
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)
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@ -556,10 +556,13 @@ class GLTF_PT_export_include(bpy.types.Panel):
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sfile = context.space_data
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operator = sfile.active_operator
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layout.prop(operator, 'use_selection')
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layout.prop(operator, 'export_extras')
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layout.prop(operator, 'export_cameras')
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layout.prop(operator, 'export_lights')
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col = layout.column(heading = "Limit to", align = True)
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col.prop(operator, 'use_selection')
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col = layout.column(heading = "Data", align = True)
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col.prop(operator, 'export_extras')
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col.prop(operator, 'export_cameras')
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col.prop(operator, 'export_lights')
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class GLTF_PT_export_transform(bpy.types.Panel):
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@ -843,7 +846,7 @@ class ImportGLTF2(Operator, ImportHelper):
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description="Log Level")
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import_pack_images: BoolProperty(
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name='Pack images',
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name='Pack Images',
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description='Pack all images into .blend file',
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default=True
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)
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@ -876,7 +879,7 @@ class ImportGLTF2(Operator, ImportHelper):
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)
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guess_original_bind_pose: BoolProperty(
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name='Guess original bind pose',
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name='Guess Original Bind Pose',
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description=(
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'Try to guess the original bind pose for skinned meshes from '
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'the inverse bind matrices.\n'
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@ -888,6 +891,9 @@ class ImportGLTF2(Operator, ImportHelper):
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def draw(self, context):
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layout = self.layout
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layout.use_property_split = True
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layout.use_property_decorate = False # No animation.
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layout.prop(self, 'import_pack_images')
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layout.prop(self, 'import_shading')
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layout.prop(self, 'guess_original_bind_pose')
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