diff options
Diffstat (limited to 'tools/export')
-rw-r--r-- | tools/export/blender25/io_scene_dae/export_dae.py | 24 |
1 files changed, 19 insertions, 5 deletions
diff --git a/tools/export/blender25/io_scene_dae/export_dae.py b/tools/export/blender25/io_scene_dae/export_dae.py index 8b1d2e296a..c41b60f2e6 100644 --- a/tools/export/blender25/io_scene_dae/export_dae.py +++ b/tools/export/blender25/io_scene_dae/export_dae.py @@ -1438,11 +1438,16 @@ class DaeExporter: return tcn def export_animations(self): - + tmp_mat = [] # workaround by ndee + for s in self.skeletons: # workaround by ndee + tmp_bone_mat = [] # workaround by ndee + for bone in s.pose.bones: # workaround by ndee + tmp_bone_mat.append(Matrix(bone.matrix_basis)) # workaround by ndee + tmp_mat.append([Matrix(s.matrix_local),tmp_bone_mat]) # workaround by ndee -> stores skeleton and bone transformations + self.writel(S_ANIM,0,'<library_animations>') - if (self.config["use_anim_action_all"] and len(self.skeletons)): cached_actions = {} @@ -1473,13 +1478,18 @@ class DaeExporter: bones.append(dp) allowed_skeletons=[] - for y in self.skeletons: + for i,y in enumerate(self.skeletons): # workaround by ndee if (y.animation_data): for z in y.pose.bones: if (z.bone.name in bones): if (not y in allowed_skeletons): allowed_skeletons.append(y) y.animation_data.action=x; + + y.matrix_local = tmp_mat[i][0] # workaround by ndee -> resets the skeleton transformation. + for j,bone in enumerate(s.pose.bones): # workaround by ndee + bone.matrix_basis = Matrix() # workaround by ndee -> resets the bone transformations. Important if bones in follwing actions miss keyframes + print("allowed skeletons "+str(allowed_skeletons)) @@ -1498,16 +1508,20 @@ class DaeExporter: self.writel(S_ANIM_CLIPS,0,'</library_animation_clips>') - for s in self.skeletons: + for i,s in enumerate(self.skeletons): # workaround by ndee if (s.animation_data==None): continue if s in cached_actions: s.animation_data.action = bpy.data.actions[cached_actions[s]] else: s.animation_data.action = None + for j,bone in enumerate(s.pose.bones): # workaround by ndee + bone.matrix_basis = tmp_mat[i][1][j] # workaround by ndee -> resets the bone transformation to what they were before exporting. else: self.export_animation(self.scene.frame_start,self.scene.frame_end) - + + + self.writel(S_ANIM,0,'</library_animations>') def export(self): |