Catch models that are marked as bones but still have geometry
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@ -221,19 +221,26 @@ def extract_scene(filepath: str, scene: Scene):
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# Parent the object to a bone if necessary
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else:
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if curr_model.parent in armature.data.bones and curr_model.name not in armature.data.bones:
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parent_bone_name = ""
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if curr_model.name in armature.data.bones and curr_model.geometry:
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parent_bone_name = curr_model.name
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elif curr_model.parent in armature.data.bones and curr_model.name not in armature.data.bones:
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parent_bone_name = curr_model.parent
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if parent_bone_name:
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# Not sure what the different mats do, but saving the worldmat and
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# applying it after clearing the other mats yields correct results...
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worldmat = curr_obj.matrix_world
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curr_obj.parent = armature
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curr_obj.parent_type = 'BONE'
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curr_obj.parent_bone = curr_model.parent
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curr_obj.parent_bone = parent_bone_name
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# ''
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curr_obj.matrix_basis = Matrix()
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curr_obj.matrix_parent_inverse = Matrix()
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curr_obj.matrix_world = worldmat
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'''
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Sometimes skins are parented to other skins. We need to find the skin highest in the hierarchy and
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parent all skins to its parent (armature_reparent_obj).
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@ -264,7 +271,7 @@ def extract_scene(filepath: str, scene: Scene):
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# object counterpart (as created in extract_models)
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for bone in skel:
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model_to_remove = model_map[bone.name]
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if model_to_remove:
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if model_to_remove and model_to_remove.parent_bone == "":
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bpy.data.objects.remove(model_to_remove, do_unlink=True)
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model_map.pop(bone.name)
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