Fix: glTF: Fix regression - bone flat hierarchy export
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@@ -5,7 +5,7 @@
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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": (4, 5, 27),
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"version": (4, 5, 28),
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'blender': (4, 4, 0),
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'location': 'File > Import-Export',
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'description': 'Import-Export as glTF 2.0',
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@@ -80,10 +80,12 @@ def __gather_scene(blender_scene, export_settings):
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# Now, we can filter tree if needed
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vtree.filter()
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vtree.bake_armature_bone_list() # Used in case we remove the armature. Doing it after filter, as filter can remove some bones
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if export_settings['gltf_flatten_bones_hierarchy'] is True:
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vtree.break_bone_hierarchy()
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vtree.bake_armature_bone_list() # Used in case we remove the armature. Doing it after filter, as filter can remove some bones
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# And ater breaking bone hierarchy, as this changed the root list
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if export_settings['gltf_flatten_obj_hierarchy'] is True:
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vtree.break_obj_hierarchy()
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@@ -922,6 +922,8 @@ class VExportTree:
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self.nodes[self.nodes[bone].parent_uuid].children.remove(bone)
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self.nodes[bone].parent_uuid = arma
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self.nodes[arma].children.append(bone)
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self.nodes[arma].children_type[bone] = VExportNode.CHILDREN_REAL
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self.nodes[bone].parent_bone_uuid = None
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def break_obj_hierarchy(self):
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# Can be usefull when matrix is not decomposable
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