diff --git a/addons/io_scene_swbf_msh/msh_scene_read.py b/addons/io_scene_swbf_msh/msh_scene_read.py index 6bdcfc7..ab8d274 100644 --- a/addons/io_scene_swbf_msh/msh_scene_read.py +++ b/addons/io_scene_swbf_msh/msh_scene_read.py @@ -254,6 +254,8 @@ def _read_tran(tran: Reader) -> ModelTransform: xform.rotation = Quaternion((rot[3], rot[0], rot[1], rot[2])) xform.translation = Vector(tran.read_f32(3)) + print(tran.indent + "Rot: {} Loc: {}".format(str(xform.rotation), str(xform.translation))) + return xform diff --git a/addons/io_scene_swbf_msh/msh_to_blend.py b/addons/io_scene_swbf_msh/msh_to_blend.py index 9f530ea..7cee0af 100644 --- a/addons/io_scene_swbf_msh/msh_to_blend.py +++ b/addons/io_scene_swbf_msh/msh_to_blend.py @@ -20,6 +20,47 @@ import os #def import_anim(scene : Scene): +def parent_object_to_bone(obj, armature, bone_name): + + bpy.ops.object.select_all(action='DESELECT') + armature.select_set(True) + bpy.context.view_layer.objects.active = armature + bpy.ops.object.mode_set(mode='EDIT') + armature.data.edit_bones.active = armature.data.edit_bones[bone_name] + bpy.ops.object.mode_set(mode='OBJECT') + + + bpy.ops.object.select_all(action='DESELECT') + bpy.context.view_layer.objects.active = None + + + obj.select_set(True) + bpy.context.view_layer.objects.active = obj + + bpy.ops.object.parent_clear(type="CLEAR_KEEP_TRANSFORM") + bpy.context.view_layer.objects.active = None + + + obj.select_set(True) + armature.select_set(True) + bpy.context.view_layer.objects.active = armature + + bpy.ops.object.mode_set(mode='POSE') + + armature.pose.bones[bone_name].bone.select = True + + bpy.ops.object.parent_set(type="BONE") + armature.pose.bones[bone_name].bone.select = False + + + + bpy.ops.object.mode_set(mode='OBJECT') + bpy.ops.object.select_all(action='DESELECT') + + + + + @@ -301,7 +342,18 @@ def extract_scene(filepath: str, scene: Scene): armature.select_set(False) bpy.context.view_layer.objects.active = None - if reparent_obj is not None: + print("About to parent to bones....") + + if armature is not None: + for bone in armature.data.bones: + for model in scene.models: + if model.parent in armature.data.bones and model.name not in armature.data.bones: + parent_object_to_bone(model_map[model.name], armature, model.parent) + + print("Done parenting to bones") + ''' + if reparent_obj is not None and armature.name != reparent_obj.name: + armature.select_set(True) reparent_obj.select_set(True) bpy.context.view_layer.objects.active = reparent_obj @@ -312,17 +364,12 @@ def extract_scene(filepath: str, scene: Scene): bpy.context.view_layer.objects.active = None - if armature is not None: - for bone in armature.data.bones: - model_map[bone.name].select_set(True) - bpy.ops.object.delete() - for model in scene.models: if model.name in bpy.data.objects: obj = bpy.data.objects[model.name] if get_is_model_hidden(obj) and len(obj.children) == 0: obj.hide_set(True) - + '''