Skeleton related functions separated into msh_skeleton_utilities + CollisionPrimProperties added for imported primitives that don't have proper names + misc changes to avoid circular imports + minor refactors

This commit is contained in:
William Herald Snyder
2022-01-18 15:16:49 -05:00
parent bae32bdfe4
commit dce3f4e498
17 changed files with 469 additions and 347 deletions

View File

@@ -1,10 +1,15 @@
""" Contains Blender properties and UI for .msh materials. """
""" Keeps track of exact skeleton when imported. Possibly needed for exporting skeleton-compatible animations. Will
probably be needed (with a matrix property) if we:
- add tip-to-tail adjustment and/or omit roots/effectors for imported skeletons to keep track of the original bone transforms
- add some sort of basepose-adjustment animation import option for already imported skeletons
I guess this might not need a panel, but I included it because the docs might need to reference it and
people may want to exclude certain bones without deleting keyframes.
"""
import bpy
from bpy.props import StringProperty, BoolProperty, EnumProperty, FloatVectorProperty, IntProperty
from bpy.props import StringProperty
from bpy.types import PropertyGroup
from .msh_material_ui_strings import *
from .msh_model import *
class SkeletonProperties(PropertyGroup):