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-rw-r--r--editor/plugins/bone_map_editor_plugin.cpp17
-rw-r--r--editor/plugins/skeleton_3d_editor_plugin.cpp4
2 files changed, 15 insertions, 6 deletions
diff --git a/editor/plugins/bone_map_editor_plugin.cpp b/editor/plugins/bone_map_editor_plugin.cpp
index 967a95be9d..9a00bb93b8 100644
--- a/editor/plugins/bone_map_editor_plugin.cpp
+++ b/editor/plugins/bone_map_editor_plugin.cpp
@@ -33,6 +33,7 @@
#include "editor/editor_scale.h"
#include "editor/import/post_import_plugin_skeleton_renamer.h"
#include "editor/import/post_import_plugin_skeleton_rest_fixer.h"
+#include "editor/import/post_import_plugin_skeleton_track_organizer.h"
#include "editor/import/scene_import_settings.h"
void BoneMapperButton::fetch_textures() {
@@ -379,11 +380,15 @@ void BoneMapEditor::create_editors() {
}
void BoneMapEditor::fetch_objects() {
+ skeleton = nullptr;
// Hackey... but it may be the easist way to get a selected object from "ImporterScene".
SceneImportSettings *si = SceneImportSettings::get_singleton();
if (!si) {
return;
}
+ if (!si->is_visible()) {
+ return;
+ }
Node *selected = si->get_selected_node();
if (selected) {
Skeleton3D *sk = Object::cast_to<Skeleton3D>(selected);
@@ -404,11 +409,11 @@ void BoneMapEditor::_notification(int p_what) {
create_editors();
} break;
case NOTIFICATION_EXIT_TREE: {
- if (!bone_mapper) {
- return;
+ if (bone_mapper) {
+ remove_child(bone_mapper);
+ bone_mapper->queue_delete();
}
- remove_child(bone_mapper);
- bone_mapper->queue_delete();
+ skeleton = nullptr;
} break;
}
}
@@ -444,6 +449,10 @@ BoneMapEditorPlugin::BoneMapEditorPlugin() {
inspector_plugin.instantiate();
add_inspector_plugin(inspector_plugin);
+ Ref<PostImportPluginSkeletonTrackOrganizer> post_import_plugin_track_organizer;
+ post_import_plugin_track_organizer.instantiate();
+ add_scene_post_import_plugin(post_import_plugin_track_organizer);
+
Ref<PostImportPluginSkeletonRenamer> post_import_plugin_renamer;
post_import_plugin_renamer.instantiate();
add_scene_post_import_plugin(post_import_plugin_renamer);
diff --git a/editor/plugins/skeleton_3d_editor_plugin.cpp b/editor/plugins/skeleton_3d_editor_plugin.cpp
index 93e44c8ca0..5d6c56d5f0 100644
--- a/editor/plugins/skeleton_3d_editor_plugin.cpp
+++ b/editor/plugins/skeleton_3d_editor_plugin.cpp
@@ -157,7 +157,7 @@ void BoneTransformEditor::_property_keyed(const String &p_path, bool p_advance)
if (split.size() == 3 && split[0] == "bones") {
int bone_idx = split[1].to_int();
if (split[2] == "position") {
- te->insert_transform_key(skeleton, skeleton->get_bone_name(bone_idx), Animation::TYPE_POSITION_3D, skeleton->get(p_path));
+ te->insert_transform_key(skeleton, skeleton->get_bone_name(bone_idx), Animation::TYPE_POSITION_3D, (Vector3)skeleton->get(p_path) / skeleton->get_motion_scale());
}
if (split[2] == "rotation") {
te->insert_transform_key(skeleton, skeleton->get_bone_name(bone_idx), Animation::TYPE_ROTATION_3D, skeleton->get(p_path));
@@ -319,7 +319,7 @@ void Skeleton3DEditor::insert_keys(const bool p_all_bones) {
}
if (pos_enabled && (p_all_bones || te->has_track(skeleton, name, Animation::TYPE_POSITION_3D))) {
- te->insert_transform_key(skeleton, name, Animation::TYPE_POSITION_3D, skeleton->get_bone_pose_position(i));
+ te->insert_transform_key(skeleton, name, Animation::TYPE_POSITION_3D, skeleton->get_bone_pose_position(i) / skeleton->get_motion_scale());
}
if (rot_enabled && (p_all_bones || te->has_track(skeleton, name, Animation::TYPE_ROTATION_3D))) {
te->insert_transform_key(skeleton, name, Animation::TYPE_ROTATION_3D, skeleton->get_bone_pose_rotation(i));