[Bf-extensions-cvs] [5e4b90b] fbx_io_development: Grr, fix armature import (this was lost somehow :/).

Bastien Montagne noreply at git.blender.org
Sat May 3 17:09:33 CEST 2014


Commit: 5e4b90b78dba365dfd761081fff8cc48e0e4fb9c
Author: Bastien Montagne
Date:   Sat May 3 17:07:52 2014 +0200
https://developer.blender.org/rBA5e4b90b78dba365dfd761081fff8cc48e0e4fb9c

Grr, fix armature import (this was lost somehow :/).

===================================================================

M	io_scene_fbx/import_fbx.py

===================================================================

diff --git a/io_scene_fbx/import_fbx.py b/io_scene_fbx/import_fbx.py
index 7fa0660..808e112 100644
--- a/io_scene_fbx/import_fbx.py
+++ b/io_scene_fbx/import_fbx.py
@@ -379,17 +379,18 @@ def blen_read_armatures_add_bone(bl_obj, bl_arm, bones, b_uuid):
     bone_name_utf8 = elem_name_ensure_class(fbx_bdata, b'Model')
 
     b_item[1] = ebo = bl_arm.edit_bones.new(name=bone_name_utf8)
-    ebo.head[:] = bmat_arm.to_translation()
+
+    # So that our bone gets its final length, but still Y-aligned in armature space.
+    ebo.tail = Vector((0.0, 1.0, 0.0)) * bsize
+    # And rotate/move it to its final "rest pose".
+    ebo.transform(bmat_arm)
+
+    # Connection to parent.
     if p_ebo is not None:
         ebo.parent = p_ebo
         if similar_vectors(p_ebo.tail, ebo.head):
             ebo.use_connect = True
 
-    # So that our bone gets its final length, but still Y-aligned in armature space.
-    ebo.tail = ebo.head + Vector((0.0, 1.0, 0.0)) * bsize
-    # And finally, rotate it to its final "rest pose".
-    ebo.transform(bmat_arm.to_3x3())
-
 
 def blen_read_armatures(fbx_tmpl, armatures, scene):
     for a_item, bones in armatures:



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