Dont include bone in exported anim if its not keyed or in preserved skel...
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@@ -311,7 +311,8 @@ def get_collision_primitive_shape(obj: bpy.types.Object) -> CollisionPrimitiveSh
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if "box" in name or "cube" in name or "cuboid" in name:
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return CollisionPrimitiveShape.BOX
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raise RuntimeError(f"Object '{obj.name}' has no primitive type specified in it's name!")
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return CollisionPrimitiveShape.BOX
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#raise RuntimeError(f"Object '{obj.name}' has no primitive type specified in it's name!")
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def check_for_bad_lod_suffix(obj: bpy.types.Object):
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""" Checks if the object has an LOD suffix that is known to be ignored by """
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@@ -371,10 +372,11 @@ def select_objects(export_target: str) -> List[bpy.types.Object]:
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def expand_armature(obj: bpy.types.Object) -> List[Model]:
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def expand_armature(armature: bpy.types.Object) -> List[Model]:
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bones: List[Model] = []
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for bone in obj.data.bones:
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for bone in armature.data.bones:
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model = Model()
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transform = bone.matrix_local
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@@ -382,11 +384,16 @@ def expand_armature(obj: bpy.types.Object) -> List[Model]:
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if bone.parent:
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transform = bone.parent.matrix_local.inverted() @ transform
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model.parent = bone.parent.name
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# If the bone has no parent_bone:
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# set model parent to SKIN object if there is one
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# set model parent to armature parent if there is one
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else:
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model.parent = obj.parent.name
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for child_obj in obj.children:
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if child_obj.vertex_groups and not get_is_model_hidden(obj) and not obj.parent_bone:
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for child_obj in armature.children:
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if child_obj.vertex_groups and not get_is_model_hidden(child_obj) and not child_obj.parent_bone:
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model.parent = child_obj.name
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break
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if not model.parent and armature.parent:
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model.parent = armature.parent.name
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local_translation, local_rotation, _ = transform.decompose()
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