Hardcoded open override exporting, coord sys conversions need adjustment
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@ -34,11 +34,20 @@ def gather_animdata(armature: bpy.types.Armature) -> List[Animation]:
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for bone in armature.pose.bones:
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for bone in armature.pose.bones:
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xform = ModelTransform()
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xform = ModelTransform()
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xform.translation = convert_vector_space(bone.location)
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vt = convert_vector_space(bone.location);
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xform.translation = Vector((vt.x * -1.0, vt.y, vt.z))
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xform.rotation = convert_rotation_space(bone.rotation_quaternion)
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xform.rotation = convert_rotation_space(bone.rotation_quaternion)
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'''
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xform.translation = bone.location
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xform.rotation = bone.rotation_quaternion
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anim_data.bone_transforms[bone.name].append(xform)
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anim_data.bone_transforms[bone.name].append(xform)
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'''
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return [anim_data]
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return [anim_data]
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@ -2,7 +2,7 @@
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saved to a .msh file. """
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saved to a .msh file. """
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from dataclasses import dataclass, field
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from dataclasses import dataclass, field
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from typing import List, Dict
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from typing import List, Dict, Tuple
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from enum import Enum
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from enum import Enum
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from mathutils import Vector, Quaternion
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from mathutils import Vector, Quaternion
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@ -34,6 +34,7 @@ class GeometrySegment:
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material_name: str = ""
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material_name: str = ""
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positions: List[Vector] = field(default_factory=list)
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positions: List[Vector] = field(default_factory=list)
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weights: List[Tuple[int, float]] = field(default_factory=List)
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normals: List[Vector] = field(default_factory=list)
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normals: List[Vector] = field(default_factory=list)
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colors: List[List[float]] = None
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colors: List[List[float]] = None
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texcoords: List[Vector] = field(default_factory=list)
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texcoords: List[Vector] = field(default_factory=list)
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@ -44,7 +44,7 @@ def gather_models(apply_modifiers: bool, export_target: str) -> List[Model]:
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model.transform.translation = convert_vector_space(local_translation)
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model.transform.translation = convert_vector_space(local_translation)
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if obj.parent is not None:
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if obj.parent is not None:
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if obj.parent.type == "Armature":
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if obj.parent.type == "ARMATURE":
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model.parent = obj.parent.parent.name
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model.parent = obj.parent.parent.name
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else:
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else:
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model.parent = obj.parent.name
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model.parent = obj.parent.name
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@ -167,6 +167,7 @@ def create_mesh_geometry(mesh: bpy.types.Mesh) -> List[GeometrySegment]:
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return new_index
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return new_index
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for tri in mesh.loop_triangles:
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for tri in mesh.loop_triangles:
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polygons[tri.material_index].add(tri.polygon_index)
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polygons[tri.material_index].add(tri.polygon_index)
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segments[tri.material_index].triangles.append([
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segments[tri.material_index].triangles.append([
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@ -222,14 +222,10 @@ def _write_anm2(anm2: Writer, anim: Animation):
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kfr3.write_u32(21, 21) #basic testing
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kfr3.write_u32(21, 21) #basic testing
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print(boneName)
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for i, xform in enumerate(anim.bone_transforms[boneName]):
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for i, xform in enumerate(anim.bone_transforms[boneName]):
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kfr3.write_u32(i)
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kfr3.write_u32(i)
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kfr3.write_f32(xform.translation.x, xform.translation.y, xform.translation.z)
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kfr3.write_f32(xform.translation.x, xform.translation.y, xform.translation.z)
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print(xform.translation)
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for i, xform in enumerate(anim.bone_transforms[boneName]):
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for i, xform in enumerate(anim.bone_transforms[boneName]):
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kfr3.write_u32(i)
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kfr3.write_u32(i)
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kfr3.write_f32(xform.rotation.x, xform.rotation.y, xform.rotation.z, xform.rotation.w)
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kfr3.write_f32(xform.rotation.x, xform.rotation.y, xform.rotation.z, xform.rotation.w)
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