[Bf-extensions-cvs] [09d752e8] master: glTF exporter: export all actions of a single armature is now under an export option

Julien Duroure noreply at git.blender.org
Wed Jul 6 09:24:10 CEST 2022


Commit: 09d752e8453415daff11e94f87d8692a04b4eeff
Author: Julien Duroure
Date:   Wed Jul 6 09:23:43 2022 +0200
Branches: master
https://developer.blender.org/rBA09d752e8453415daff11e94f87d8692a04b4eeff

glTF exporter: export all actions of a single armature is now under an export option

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

M	io_scene_gltf2/__init__.py
M	io_scene_gltf2/blender/exp/gltf2_blender_gather_animations.py

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

diff --git a/io_scene_gltf2/__init__.py b/io_scene_gltf2/__init__.py
index 39763f8d..bf23d017 100755
--- a/io_scene_gltf2/__init__.py
+++ b/io_scene_gltf2/__init__.py
@@ -4,7 +4,7 @@
 bl_info = {
     'name': 'glTF 2.0 format',
     'author': 'Julien Duroure, Scurest, Norbert Nopper, Urs Hanselmann, Moritz Becher, Benjamin Schmithüsen, Jim Eckerlein, and many external contributors',
-    "version": (3, 3, 11),
+    "version": (3, 3, 12),
     'blender': (3, 3, 0),
     'location': 'File > Import-Export',
     'description': 'Import-Export as glTF 2.0',
@@ -395,6 +395,15 @@ class ExportGLTF2_Base:
         default=False
     )
 
+    export_anim_single_armature: BoolProperty(
+        name='Export all Armature Actions',
+        description=(
+            "Export all actions of a single armature. "
+            "WARNING: works only if you exports a single armature"
+        ),
+        default=True
+    )
+
     export_current_frame: BoolProperty(
         name='Use Current Frame',
         description='Export the scene in the current animation frame',
@@ -577,11 +586,13 @@ class ExportGLTF2_Base:
             export_settings['gltf_nla_strips'] = self.export_nla_strips
             export_settings['gltf_nla_strips_merged_animation_name'] = self.export_nla_strips_merged_animation_name
             export_settings['gltf_optimize_animation'] = self.optimize_animation_size
+            export_settings['gltf_export_anim_single_armature'] = self.export_anim_single_armature
         else:
             export_settings['gltf_frame_range'] = False
             export_settings['gltf_move_keyframes'] = False
             export_settings['gltf_force_sampling'] = False
             export_settings['gltf_optimize_animation'] = False
+            export_settings['gltf_export_anim_single_armature'] = False
         export_settings['gltf_skins'] = self.export_skins
         if self.export_skins:
             export_settings['gltf_all_vertex_influences'] = self.export_all_influences
@@ -874,6 +885,7 @@ class GLTF_PT_export_animation_export(bpy.types.Panel):
         if operator.export_nla_strips is False:
             layout.prop(operator, 'export_nla_strips_merged_animation_name')
         layout.prop(operator, 'optimize_animation_size')
+        layout.prop(operator, 'export_anim_single_armature')
 
 
 class GLTF_PT_export_animation_shapekeys(bpy.types.Panel):
diff --git a/io_scene_gltf2/blender/exp/gltf2_blender_gather_animations.py b/io_scene_gltf2/blender/exp/gltf2_blender_gather_animations.py
index a3a7a4c2..2d579d5b 100755
--- a/io_scene_gltf2/blender/exp/gltf2_blender_gather_animations.py
+++ b/io_scene_gltf2/blender/exp/gltf2_blender_gather_animations.py
@@ -319,20 +319,21 @@ def __get_blender_actions(blender_object: bpy.types.Object,
                         action_on_type[strip.action.name] = "SHAPEKEY"
 
     # If there are only 1 armature, include all animations, even if not in NLA
-    if blender_object.type == "ARMATURE":
-        if len(export_settings['vtree'].get_all_node_of_type(VExportNode.ARMATURE)) == 1:
-            # Keep all actions on objects (no Shapekey animation)
-            for act in [a for a in bpy.data.actions if a.id_root == "OBJECT"]:
-                # We need to check this is an armature action
-                # Checking that at least 1 bone is animated
-                if not __is_armature_action(act):
-                    continue
-                # Check if this action is already taken into account
-                if act.name in blender_tracks.keys():
-                    continue
-                blender_actions.append(act)
-                blender_tracks[act.name] = None
-                action_on_type[act.name] = "OBJECT"
+    if export_settings['gltf_export_anim_single_armature'] is True:
+        if blender_object.type == "ARMATURE":
+            if len(export_settings['vtree'].get_all_node_of_type(VExportNode.ARMATURE)) == 1:
+                # Keep all actions on objects (no Shapekey animation)
+                for act in [a for a in bpy.data.actions if a.id_root == "OBJECT"]:
+                    # We need to check this is an armature action
+                    # Checking that at least 1 bone is animated
+                    if not __is_armature_action(act):
+                        continue
+                    # Check if this action is already taken into account
+                    if act.name in blender_tracks.keys():
+                        continue
+                    blender_actions.append(act)
+                    blender_tracks[act.name] = None
+                    action_on_type[act.name] = "OBJECT"
 
     export_user_extensions('gather_actions_hook', export_settings, blender_object, blender_actions, blender_tracks, action_on_type)



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