[Bf-extensions-cvs] [eb07144e] blender-v3.4-release: glTF exporter: better solution for mesh parented to bone management, when using rest pose as joint node default TRS
Julien Duroure
noreply at git.blender.org
Sun Nov 20 21:56:03 CET 2022
Commit: eb07144ea7e8ace18efd2aefe358c2f3a6db4120
Author: Julien Duroure
Date: Sun Nov 20 21:55:17 2022 +0100
Branches: blender-v3.4-release
https://developer.blender.org/rBAeb07144ea7e8ace18efd2aefe358c2f3a6db4120
glTF exporter: better solution for mesh parented to bone management, when using rest pose as joint node default TRS
===================================================================
M io_scene_gltf2/__init__.py
M io_scene_gltf2/blender/exp/gltf2_blender_gather_animation_channels.py
M io_scene_gltf2/blender/exp/gltf2_blender_gather_tree.py
===================================================================
diff --git a/io_scene_gltf2/__init__.py b/io_scene_gltf2/__init__.py
index 4afcc889..103bd0dc 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, 4, 47),
+ "version": (3, 4, 48),
'blender': (3, 3, 0),
'location': 'File > Import-Export',
'description': 'Import-Export as glTF 2.0',
diff --git a/io_scene_gltf2/blender/exp/gltf2_blender_gather_animation_channels.py b/io_scene_gltf2/blender/exp/gltf2_blender_gather_animation_channels.py
index 5f81c995..5171d829 100755
--- a/io_scene_gltf2/blender/exp/gltf2_blender_gather_animation_channels.py
+++ b/io_scene_gltf2/blender/exp/gltf2_blender_gather_animation_channels.py
@@ -26,28 +26,11 @@ def gather_channels_baked(obj_uuid, frame_range, export_settings):
if len(bpy.data.actions) == 0:
return None
- blender_obj = export_settings['vtree'].nodes[obj_uuid].blender_object
-
if frame_range is None:
start_frame = min([v[0] for v in [a.frame_range for a in bpy.data.actions]])
end_frame = max([v[1] for v in [a.frame_range for a in bpy.data.actions]])
else:
- if blender_obj.animation_data and blender_obj.animation_data.action:
- # Coming from object parented to bone, and object is also animated. So using range action
- start_frame, end_frame = blender_obj.animation_data.action.frame_range[0], blender_obj.animation_data.action.frame_range[1]
- else:
- # Coming from object parented to bone, and object is not animated. So using range from armature
- start_frame, end_frame = frame_range
-
- # use action if exists, else obj_uuid
- # When an object need some forced baked, there are 2 situations:
- # - Non animated object, but there are some selection, so we need to bake
- # - Object parented to bone. So we need to bake, because of inverse transforms on non default TRS armatures
- # In this last case, there are 2 situations :
- # - Object is also animated, so use the action name as key for caching
- # - Object is not animated, so use obj_uuid as key for caching, like for non animated object (case 1)
-
- key_action = blender_obj.animation_data.action.name if blender_obj.animation_data and blender_obj.animation_data.action else obj_uuid
+ start_frame, end_frame = frame_range
for p in ["location", "rotation_quaternion", "scale"]:
channel = gather_animation_channel(
@@ -59,7 +42,7 @@ def gather_channels_baked(obj_uuid, frame_range, export_settings):
start_frame,
end_frame,
False,
- key_action, # Use obj uuid as action name for caching (or action name if case of object parented to bone and animated)
+ obj_uuid, # Use obj uuid as action name for caching
None,
False #If Object is not animated, don't keep animation for this channel
)
@@ -167,21 +150,6 @@ def gather_animation_channels(obj_uuid: int,
if channel is not None:
channels.append(channel)
- # When An Object is parented to bone, and rest pose is used (not current frame)
- # If parenting is not done with same TRS than rest pose, this can lead to inconsistencies
- # So we need to bake object animation too, to be sure that correct TRS animation are used
- # Here, we want add these channels to same action that the armature
- if export_settings['gltf_selected'] is False and export_settings['gltf_current_frame'] is False:
-
- children_obj_parent_to_bones = []
- for bone_uuid in bones_uuid:
- children_obj_parent_to_bones.extend([child for child in export_settings['vtree'].nodes[bone_uuid].children if export_settings['vtree'].nodes[child].blender_type not in [VExportNode.BONE, VExportNode.ARMATURE]])
- for child_uuid in children_obj_parent_to_bones:
-
- channels_baked = gather_channels_baked(child_uuid, (bake_range_start, bake_range_end), export_settings)
- if channels_baked is not None:
- channels.extend(channels_baked)
-
else:
done_paths = []
for channel_group in __get_channel_groups(blender_action, blender_object, export_settings):
diff --git a/io_scene_gltf2/blender/exp/gltf2_blender_gather_tree.py b/io_scene_gltf2/blender/exp/gltf2_blender_gather_tree.py
index 2e761dba..2d0308a7 100644
--- a/io_scene_gltf2/blender/exp/gltf2_blender_gather_tree.py
+++ b/io_scene_gltf2/blender/exp/gltf2_blender_gather_tree.py
@@ -35,7 +35,7 @@ class VExportNode:
def __init__(self):
self.children = []
self.blender_type = None
- self.world_matrix = None
+ self.matrix_world = None
self.parent_type = None
self.blender_object = None
@@ -62,9 +62,6 @@ class VExportNode:
def add_child(self, uuid):
self.children.append(uuid)
- def set_world_matrix(self, matrix):
- self.world_matrix = matrix
-
def set_blender_data(self, blender_object, blender_bone):
self.blender_object = blender_object
self.blender_bone = blender_bone
@@ -170,6 +167,13 @@ class VExportTree:
# Matrix World of object is expressed based on collection instance objects are
# So real world matrix is collection world_matrix @ "world_matrix" of object
node.matrix_world = parent_coll_matrix_world @ blender_object.matrix_world.copy()
+
+ # If object is parented to bone, and Rest pose is used, we need to keep the world matrix
+ # Of the rest pose, not the current world matrix
+ if parent_uuid and self.nodes[parent_uuid].blender_type == VExportNode.BONE and self.export_settings['gltf_current_frame'] is False:
+ blender_bone = self.nodes[parent_uuid].blender_bone
+ node.matrix_world = (blender_bone.matrix @ blender_bone.bone.matrix_local.inverted_safe()).inverted_safe() @ node.matrix_world
+
if node.blender_type == VExportNode.CAMERA and self.export_settings[gltf2_blender_export_keys.CAMERAS]:
if self.export_settings[gltf2_blender_export_keys.YUP]:
correction = Quaternion((2**0.5/2, -2**0.5/2, 0.0, 0.0))
More information about the Bf-extensions-cvs
mailing list