glTF exporter: fix onl def bone animation export
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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, Scurest, Norbert Nopper, Urs Hanselmann, Moritz Becher, Benjamin Schmithüsen, Jim Eckerlein, and many external contributors',
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"version": (3, 2, 1),
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"version": (3, 2, 2),
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'blender': (3, 1, 0),
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'location': 'File > Import-Export',
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'description': 'Import-Export as glTF 2.0',
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@ -244,7 +244,11 @@ def get_bone_matrix(blender_obj_uuid_if_armature: typing.Optional[str],
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rest_mat = blender_bone_parent.bone.matrix_local.inverted_safe() @ blender_bone.bone.matrix_local
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matrix = rest_mat.inverted_safe() @ blender_bone_parent.matrix.inverted_safe() @ blender_bone.matrix
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else:
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matrix = blender_bone.bone.matrix_local.inverted_safe() @ blender_bone.matrix
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if blender_bone.parent is None:
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matrix = blender_bone.bone.matrix_local.inverted_safe() @ blender_bone.matrix
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else:
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# Bone has a parent, but in export, after filter, is at root of armature
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matrix = blender_bone.matrix.copy()
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data[frame][blender_bone.name] = matrix
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@ -14,6 +14,7 @@
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import typing
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from io_scene_gltf2.blender.exp.gltf2_blender_gather_tree import VExportNode
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import bpy
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import mathutils
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@ -386,6 +387,7 @@ def __gather_output(channels: typing.Tuple[bpy.types.FCurve],
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bone = blender_object_if_armature.pose.bones[bake_bone]
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if isinstance(bone, bpy.types.PoseBone):
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if bone.parent is None:
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# bone at root of armature
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axis_basis_change = mathutils.Matrix.Identity(4)
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if export_settings[gltf2_blender_export_keys.YUP]:
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axis_basis_change = mathutils.Matrix(
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@ -395,10 +397,25 @@ def __gather_output(channels: typing.Tuple[bpy.types.FCurve],
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(0.0, 0.0, 0.0, 1.0)))
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correction_matrix_local = axis_basis_change @ bone.bone.matrix_local
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else:
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correction_matrix_local = (
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bone.parent.bone.matrix_local.inverted_safe() @
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bone.bone.matrix_local
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)
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# Bone is not at root of armature
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# There are 2 cases :
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parent_uuid = export_settings['vtree'].nodes[export_settings['vtree'].nodes[blender_obj_uuid].bones[bone.name]].parent_uuid
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if parent_uuid is not None and export_settings['vtree'].nodes[parent_uuid].blender_type == VExportNode.BONE:
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# export bone is not at root of armature neither
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correction_matrix_local = (
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bone.parent.bone.matrix_local.inverted_safe() @
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bone.bone.matrix_local
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)
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else:
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# exported bone (after filter) is at root of armature
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axis_basis_change = mathutils.Matrix.Identity(4)
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if export_settings[gltf2_blender_export_keys.YUP]:
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axis_basis_change = mathutils.Matrix(
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((1.0, 0.0, 0.0, 0.0),
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(0.0, 0.0, 1.0, 0.0),
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(0.0, -1.0, 0.0, 0.0),
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(0.0, 0.0, 0.0, 1.0)))
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correction_matrix_local = axis_basis_change
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transform = correction_matrix_local
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else:
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