diff --git a/io_scene_gltf2/__init__.py b/io_scene_gltf2/__init__.py index b70934fbe28d7b181ce1abba49b917e987652ec7..af851de862d8829a8feabe9fbc0d70944cbf7632 100755 --- a/io_scene_gltf2/__init__.py +++ b/io_scene_gltf2/__init__.py @@ -4,7 +4,7 @@ bl_info = { 'name': 'glTF 2.0 format', 'author': 'Julien Duroure, Scurest, Norbert Nopper, Urs Hanselmann, Moritz Becher, Benjamin SchmithĂĽsen, Jim Eckerlein, and many external contributors', - "version": (3, 4, 33), + "version": (3, 4, 34), 'blender': (3, 3, 0), 'location': 'File > Import-Export', 'description': 'Import-Export as glTF 2.0', diff --git a/io_scene_gltf2/blender/exp/gltf2_blender_gather_nodes.py b/io_scene_gltf2/blender/exp/gltf2_blender_gather_nodes.py index c399a8cc9f6aa483c883d4c125f65bf2d84cfcfc..a615ace240a98f544b90ae030abbfbbc419a5384 100755 --- a/io_scene_gltf2/blender/exp/gltf2_blender_gather_nodes.py +++ b/io_scene_gltf2/blender/exp/gltf2_blender_gather_nodes.py @@ -26,6 +26,9 @@ def gather_node(vnode, export_settings): blender_object = vnode.blender_object skin = gather_skin(vnode.uuid, export_settings) + if skin is not None: + vnode.skin = skin + node = gltf2_io.Node( camera=__gather_camera(blender_object, export_settings), children=__gather_children(vnode, blender_object, export_settings), @@ -50,9 +53,6 @@ def gather_node(vnode, export_settings): vnode.node = node - if node.skin is not None: - vnode.skin = skin - return node @@ -314,9 +314,15 @@ def __gather_trans_rot_scale(vnode, export_settings): trans, rot, sca = vnode.matrix_world.decompose() else: # calculate local matrix - trans, rot, sca = (export_settings['vtree'].nodes[vnode.parent_uuid].matrix_world.inverted_safe() @ vnode.matrix_world).decompose() - - + if export_settings['vtree'].nodes[vnode.parent_uuid].skin is None: + trans, rot, sca = (export_settings['vtree'].nodes[vnode.parent_uuid].matrix_world.inverted_safe() @ vnode.matrix_world).decompose() + else: + # But ... if parent has skin, the parent TRS are not taken into account, so don't get local from parent, but from armature + # It also depens if skined mesh is parented to armature or not + if export_settings['vtree'].nodes[vnode.parent_uuid].parent_uuid is not None and export_settings['vtree'].nodes[export_settings['vtree'].nodes[vnode.parent_uuid].parent_uuid].blender_type == VExportNode.ARMATURE: + trans, rot, sca = (export_settings['vtree'].nodes[export_settings['vtree'].nodes[vnode.parent_uuid].armature].matrix_world.inverted_safe() @ vnode.matrix_world).decompose() + else: + trans, rot, sca = vnode.matrix_world.decompose() # make sure the rotation is normalized rot.normalize()