Armature offset bug fix
This commit is contained in:
parent
f88b62c986
commit
f69ed3f143
@ -60,6 +60,7 @@ def required_skeleton_to_armature(required_skeleton : List[Model], model_map : D
|
||||
|
||||
armature = bpy.data.armatures.new("skeleton")
|
||||
armature_obj = bpy.data.objects.new("skeleton", armature)
|
||||
armature_obj.matrix_world = Matrix.Identity(4)
|
||||
bpy.context.view_layer.active_layer_collection.collection.objects.link(armature_obj)
|
||||
|
||||
|
||||
@ -83,6 +84,7 @@ def required_skeleton_to_armature(required_skeleton : List[Model], model_map : D
|
||||
'''
|
||||
bone_obj = model_map[bone.name]
|
||||
|
||||
# TODO: This will lead to mistranslated bones when armature is reparented!
|
||||
edit_bone.matrix = bone_obj.matrix_world
|
||||
edit_bone.tail = bone_obj.matrix_world @ Vector((0.0,1.0,0.0))
|
||||
|
||||
@ -208,4 +210,5 @@ def extract_required_skeleton(scene: Scene) -> List[Model]:
|
||||
|
||||
#stacked_transform = model_transform_to_matrix(curr_ancestor.transform) @ stacked_transform
|
||||
|
||||
return required_skeleton_models
|
||||
return required_skeleton_models
|
||||
|
||||
|
@ -178,6 +178,8 @@ def extract_materials(folder_path: str, scene: Scene) -> Dict[str, bpy.types.Mat
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
def extract_scene(filepath: str, scene: Scene):
|
||||
|
||||
folder = os.path.join(os.path.dirname(filepath),"")
|
||||
@ -225,8 +227,10 @@ def extract_scene(filepath: str, scene: Scene):
|
||||
|
||||
has_skin = True
|
||||
|
||||
worldmat = curr_obj.matrix_world
|
||||
curr_obj.parent = armature
|
||||
curr_obj.parent_type = 'ARMATURE'
|
||||
curr_obj.matrix_world = worldmat
|
||||
|
||||
# Parent the object to a bone if necessary
|
||||
else:
|
||||
@ -262,7 +266,11 @@ def extract_scene(filepath: str, scene: Scene):
|
||||
|
||||
# Now we reparent the armature to the node (armature_reparent_obj) we just found
|
||||
if armature_reparent_obj is not None and armature.name != armature_reparent_obj.name:
|
||||
world_tx = armature.matrix_world
|
||||
armature.parent = armature_reparent_obj
|
||||
armature.matrix_basis = Matrix()
|
||||
armature.matrix_parent_inverse = Matrix()
|
||||
armature.matrix_world = Matrix.Identity(4)
|
||||
|
||||
|
||||
# If an bone exists in the armature, delete its
|
||||
@ -272,6 +280,8 @@ def extract_scene(filepath: str, scene: Scene):
|
||||
if model_to_remove:
|
||||
bpy.data.objects.remove(model_to_remove, do_unlink=True)
|
||||
model_map.pop(bone.name)
|
||||
|
||||
armature.matrix_world = Matrix.Identity(4)
|
||||
|
||||
|
||||
# Lastly, hide all that is hidden in the msh scene
|
||||
@ -280,3 +290,4 @@ def extract_scene(filepath: str, scene: Scene):
|
||||
obj = model_map[model.name]
|
||||
if get_is_model_hidden(obj) and len(obj.children) == 0:
|
||||
obj.hide_set(True)
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user