Integrated Teancum's feedback (Normal rendertype changed to Standard + armature root bone properly parented to skin if one is present + animation export options simplified with batch export capability and relevant docs changes + minor changes to import/export options and docs to make behavior obvious)
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@@ -19,7 +19,21 @@ from .msh_anim_gather import extract_anim
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def create_scene(generate_triangle_strips: bool, apply_modifiers: bool, export_target: str, skel_only: bool, export_anim: bool) -> Scene:
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def set_scene_animation(scene : Scene, armature_obj : bpy.types.Object):
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if not scene or not armature_obj:
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return
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root = scene.models[0]
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scene.animation = extract_anim(armature_obj, root.name)
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def create_scene(generate_triangle_strips: bool, apply_modifiers: bool, export_target: str, skel_only: bool) -> Tuple[Scene, bpy.types.Object]:
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""" Create a msh Scene from the active Blender scene. """
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scene = Scene()
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@@ -47,17 +61,11 @@ def create_scene(generate_triangle_strips: bool, apply_modifiers: bool, export_t
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root = scene.models[0]
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if export_anim:
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if armature_obj is not None:
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scene.animation = extract_anim(armature_obj, root.name)
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else:
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raise Exception("Export Error: Could not find an armature object from which to export an animation!")
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if skel_only and root.model_type == ModelType.NULL:
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if skel_only and (root.model_type == ModelType.NULL or root.model_type == ModelType.BONE):
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# For ZenAsset
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inject_dummy_data(root)
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return scene
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return scene, armature_obj
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def create_scene_aabb(scene: Scene) -> SceneAABB:
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