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Commit 601b76c4 authored by Julien Duroure's avatar Julien Duroure
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Merge branch 'blender-v3.1-release'

parents 18048528 b2adbc6b
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...@@ -4,7 +4,7 @@ ...@@ -4,7 +4,7 @@
bl_info = { bl_info = {
'name': 'glTF 2.0 format', 'name': 'glTF 2.0 format',
'author': 'Julien Duroure, Scurest, Norbert Nopper, Urs Hanselmann, Moritz Becher, Benjamin Schmithüsen, Jim Eckerlein, and many external contributors', 'author': 'Julien Duroure, Scurest, Norbert Nopper, Urs Hanselmann, Moritz Becher, Benjamin Schmithüsen, Jim Eckerlein, and many external contributors',
"version": (3, 2, 6), "version": (3, 2, 7),
'blender': (3, 1, 0), 'blender': (3, 1, 0),
'location': 'File > Import-Export', 'location': 'File > Import-Export',
'description': 'Import-Export as glTF 2.0', 'description': 'Import-Export as glTF 2.0',
...@@ -379,6 +379,15 @@ class ExportGLTF2_Base: ...@@ -379,6 +379,15 @@ class ExportGLTF2_Base:
default=False default=False
) )
optimize_animation_size: BoolProperty(
name='Optimize Animation Size',
description=(
"Reduces exported filesize by removing duplicate keyframes"
"Can cause problems with stepped animation"
),
default=True
)
export_current_frame: BoolProperty( export_current_frame: BoolProperty(
name='Use Current Frame', name='Use Current Frame',
description='Export the scene in the current animation frame', description='Export the scene in the current animation frame',
...@@ -571,11 +580,13 @@ class ExportGLTF2_Base: ...@@ -571,11 +580,13 @@ class ExportGLTF2_Base:
else: else:
export_settings['gltf_def_bones'] = False export_settings['gltf_def_bones'] = False
export_settings['gltf_nla_strips'] = self.export_nla_strips export_settings['gltf_nla_strips'] = self.export_nla_strips
export_settings['gltf_optimize_animation'] = self.optimize_animation_size
else: else:
export_settings['gltf_frame_range'] = False export_settings['gltf_frame_range'] = False
export_settings['gltf_move_keyframes'] = False export_settings['gltf_move_keyframes'] = False
export_settings['gltf_force_sampling'] = False export_settings['gltf_force_sampling'] = False
export_settings['gltf_def_bones'] = False export_settings['gltf_def_bones'] = False
export_settings['gltf_optimize_animation'] = False
export_settings['gltf_skins'] = self.export_skins export_settings['gltf_skins'] = self.export_skins
if self.export_skins: if self.export_skins:
export_settings['gltf_all_vertex_influences'] = self.export_all_influences export_settings['gltf_all_vertex_influences'] = self.export_all_influences
...@@ -863,6 +874,7 @@ class GLTF_PT_export_animation_export(bpy.types.Panel): ...@@ -863,6 +874,7 @@ class GLTF_PT_export_animation_export(bpy.types.Panel):
layout.prop(operator, 'export_frame_step') layout.prop(operator, 'export_frame_step')
layout.prop(operator, 'export_force_sampling') layout.prop(operator, 'export_force_sampling')
layout.prop(operator, 'export_nla_strips') layout.prop(operator, 'export_nla_strips')
layout.prop(operator, 'optimize_animation_size')
row = layout.row() row = layout.row()
row.active = operator.export_force_sampling row.active = operator.export_force_sampling
......
...@@ -46,6 +46,7 @@ EMBED_IMAGES = 'gltf_embed_images' ...@@ -46,6 +46,7 @@ EMBED_IMAGES = 'gltf_embed_images'
BINARY = 'gltf_binary' BINARY = 'gltf_binary'
EMBED_BUFFERS = 'gltf_embed_buffers' EMBED_BUFFERS = 'gltf_embed_buffers'
USE_NO_COLOR = 'gltf_use_no_color' USE_NO_COLOR = 'gltf_use_no_color'
OPTIMIZE_ANIMS = 'gltf_optimize_animation'
METALLIC_ROUGHNESS_IMAGE = "metallic_roughness_image" METALLIC_ROUGHNESS_IMAGE = "metallic_roughness_image"
GROUP_INDEX = 'group_index' GROUP_INDEX = 'group_index'
...@@ -306,6 +306,9 @@ def gather_keyframes(blender_object_if_armature: typing.Optional[bpy.types.Objec ...@@ -306,6 +306,9 @@ def gather_keyframes(blender_object_if_armature: typing.Optional[bpy.types.Objec
keyframes.append(key) keyframes.append(key)
if not export_settings[gltf2_blender_export_keys.OPTIMIZE_ANIMS]:
return keyframes
# For armature only # For armature only
# Check if all values are the same # Check if all values are the same
# In that case, if there is no real keyframe on this channel for this given bone, # In that case, if there is no real keyframe on this channel for this given bone,
......
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