[Bf-extensions-cvs] [b83c118] master: FBX Import: Long time request/todo: assign first read action to object automatically.
Bastien Montagne
noreply at git.blender.org
Thu Nov 20 19:46:04 CET 2014
Commit: b83c1181425040f1e10d0826bb8e218ed8ee938a
Author: Bastien Montagne
Date: Thu Nov 20 19:44:17 2014 +0100
Branches: master
https://developer.blender.org/rBAb83c1181425040f1e10d0826bb8e218ed8ee938a
FBX Import: Long time request/todo: assign first read action to object automatically.
This does by no mean handle complex setups, but most common basic situations
should be read correctly, and it's much more user-friendly!
===================================================================
M io_scene_fbx/import_fbx.py
===================================================================
diff --git a/io_scene_fbx/import_fbx.py b/io_scene_fbx/import_fbx.py
index fdf6b9b..d821672 100644
--- a/io_scene_fbx/import_fbx.py
+++ b/io_scene_fbx/import_fbx.py
@@ -587,7 +587,8 @@ def blen_read_animations_action_item(action, item, cnodes, fps):
def blen_read_animations(fbx_tmpl_astack, fbx_tmpl_alayer, stacks, scene):
"""
Recreate an action per stack/layer/object combinations.
- Note actions are not linked to objects, this is up to the user!
+ Only the first found action is linked to objects, more complex setups are not handled,
+ it's up to user to reproduce them!
"""
from bpy.types import ShapeKey
@@ -603,12 +604,19 @@ def blen_read_animations(fbx_tmpl_astack, fbx_tmpl_alayer, stacks, scene):
id_data = item.bl_obj
if id_data is None:
continue
+ # Create new action if needed (should always be needed!
key = (as_uuid, al_uuid, id_data)
action = actions.get(key)
if action is None:
action_name = "|".join((id_data.name, stack_name, layer_name))
actions[key] = action = bpy.data.actions.new(action_name)
action.use_fake_user = True
+ # If none yet assigned, assign this action to id_data.
+ if not id_data.animation_data:
+ id_data.animation_data_create()
+ if not id_data.animation_data.action:
+ id_data.animation_data.action = action
+ # And actually populate the action!
blen_read_animations_action_item(action, item, cnodes, scene.render.fps)
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