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Commit 7ac2bd37 authored by John Phan's avatar John Phan
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Fixed bone roll copy.

parent 69a57116
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......@@ -2004,93 +2004,58 @@ class OBJECT_OT_UTSelectedFaceSmooth(bpy.types.Operator):
class OBJECT_OT_UTRebuildArmature(bpy.types.Operator):
bl_idname = "object.utrebuildarmature" # XXX, name???
bl_label = "Rebuild Armature"
__doc__ = "Roll bone rotation not working yet. It rebuild the select armature object scrape to raw setup build."
__doc__ = "If mesh is deform when importing to unreal engine try this. It rebuild the bones one at the time by select one armature object scrape to raw setup build."
def invoke(self, context, event):
#print("Init Export Script:")
currentbone = [] #select armature for roll copy
for obj in bpy.data.objects:
#print(dir(obj))
if obj.type == 'ARMATURE' and obj.select == True:
print("Armature Name:",obj.name)
#print(dir(obj.data))
objectname = "armaturedata"
meshname ="ArmatureObject"
objectname = "ArmatureDataPSK"
meshname ="ArmatureObjectPSK"
armdata = bpy.data.armatures.new(objectname)
ob_new = bpy.data.objects.new(meshname, armdata)
bpy.context.scene.objects.link(ob_new)
bpy.ops.object.mode_set(mode='OBJECT')
for i in bpy.context.scene.objects: i.select = False #deselect all objects
ob_new.select = True
bpy.context.scene.objects.active = ob_new
bpy.context.scene.objects.active = obj
bpy.ops.object.mode_set(mode='EDIT')
#print("number of bones:",len(obj.data.edit_bones))
for bone in obj.data.edit_bones:
#print(dir(bone))
#print("roll",(bone.roll))
if bone.parent != None:
#print([bone.name,bone.roll,bone.roll,None])
currentbone.append([bone.name,bone.roll])
else:
currentbone.append([bone.name,bone.roll])
bpy.ops.object.mode_set(mode='OBJECT')
#bpy.ops.object.mode_set(mode='EDIT')
print("number of bones:",len(obj.data.edit_bones))
#for ib in range(len( obj.data.bones)):
#print("bone name:",obj.data.edit_bones[ib].name)
#print("bone name:",dir(bone))
#editbone = obj.data.edit_bones[ib]
#print("bone dir",dir(editbone))
#bpy.ops.object.mode_set(mode='EDIT')
print("=====================")
#for bone in obj.data.edit_bones:
#print("bone name:",bone.name)
#print("edit bone name:",dir(bone))
print("=====================")
print("data object:",dir(obj.data))
for i in bpy.context.scene.objects: i.select = False #deselect all objects
bpy.context.scene.objects.active = ob_new
bpy.ops.object.mode_set(mode='EDIT')
for bone in obj.data.bones:
print("bone name:",bone.name)
#print("bone name:",bone.name)
bpy.ops.object.mode_set(mode='EDIT')
newbone = ob_new.data.edit_bones.new(bone.name)
#print("parent:",bone.parent.name)
newbone.head = bone.head
newbone.tail = bone.tail
#newbone.roll = bone.roll
print(dir(bone))
#print((bone.bbone_z))
#newbone.matrix = bone.matrix
newbone.roll = bone.bbone_z
if bone.parent != None:
print("Found!",bone.parent.name)
parentbone = ob_new.data.edit_bones[bone.parent.name]
newbone.parent = parentbone
else:
print("Not found!")
newbone.head = bone.head_local
newbone.tail = bone.tail_local
#newbone.matrix = bone.matrix_local
#print(dir(newbone))
#if bone.name != bone.parent:
#print("parent:",bone.parent.name)
#parentbone = ob_new.data.edit_bones[bone.parent]
#newbone.parent = parentbone
'''
bpy.ops.object.mode_set(mode='OBJECT')#it need to go into object mode to able to select the faces
#print("Mesh found!",obj.name)
#print(len(obj.data.faces))
for face in obj.data.faces:
#print(dir(face))
if face.use_smooth == True:
face.select = True
#print("selected:",face.select)
else:
face.select = False
#print("selected:",face.select)
#print(("smooth:",face.use_smooth))
#bpy.context.scene.update()
bpy.ops.object.mode_set(mode='EDIT')
'''
#bpy.context.scene.objects.link(ob_new)
for bonelist in currentbone:
if bone.name == bonelist[0]:
#print("found",bonelist[1])
newbone.roll = bonelist[1]
break
if bone.parent != None:
parentbone = ob_new.data.edit_bones[bone.parent.name]
newbone.parent = parentbone
print("Rebuild Armture Finish:",ob_new.name)
bpy.context.scene.update()
break
#objects = bpy.data.objects
self.report({'INFO'}, "Rebuild Armature Finish!")
return{'FINISHED'}
def menu_func(self, context):
#bpy.context.scene.unrealexportpsk = True
#bpy.context.scene.unrealexportpsa = True
......
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