diff --git a/io_scene_fbx/__init__.py b/io_scene_fbx/__init__.py index ebbf2a19a062e9fa12fafda1cf4c7d1cec77ce1c..bf25261c8b2bba2bc0aedfb4ffb0e9a56ff0d5c8 100644 --- a/io_scene_fbx/__init__.py +++ b/io_scene_fbx/__init__.py @@ -21,7 +21,7 @@ bl_info = { "name": "FBX format", "author": "Campbell Barton, Bastien Montagne, Jens Restemeier", - "version": (4, 15, 0), + "version": (4, 15, 1), "blender": (2, 80, 0), "location": "File > Import-Export", "description": "FBX IO meshes, UV's, vertex colors, materials, textures, cameras, lamps and actions", diff --git a/io_scene_fbx/import_fbx.py b/io_scene_fbx/import_fbx.py index 90c27e5b946e04c94e4fe8d8f9cd19fa535c9688..c63cc0dbdc6ce8206f8db2a69677c0a991aa9a18 100644 --- a/io_scene_fbx/import_fbx.py +++ b/io_scene_fbx/import_fbx.py @@ -649,7 +649,9 @@ def blen_read_animations_action_item(action, item, cnodes, fps, anim_offset): bl_obj = item.bl_obj transform_data = item.fbx_transform_data - rot_prev = bl_obj.rotation_euler.copy() + rot_eul_prev = bl_obj.rotation_euler.copy() + rot_quat_prev = bl_obj.rotation_quaternion.copy() + # Pre-compute inverted local rest matrix of the bone, if relevant. restmat_inv = item.get_bind_matrix().inverted_safe() if item.is_bone else None @@ -683,13 +685,15 @@ def blen_read_animations_action_item(action, item, cnodes, fps, anim_offset): # Now we have a virtual matrix of transform from AnimCurves, we can insert keyframes! loc, rot, sca = mat.decompose() if rot_mode == 'QUATERNION': - pass # nothing to do! + if rot_quat_prev.dot(rot) < 0.0: + rot = -rot + rot_quat_prev = rot elif rot_mode == 'AXIS_ANGLE': vec, ang = rot.to_axis_angle() rot = ang, vec.x, vec.y, vec.z else: # Euler - rot = rot.to_euler(rot_mode, rot_prev) - rot_prev = rot + rot = rot.to_euler(rot_mode, rot_eul_prev) + rot_eul_prev = rot for fc, value in zip(blen_curves, chain(loc, rot, sca)): fc.keyframe_points.insert(frame, value, options={'NEEDED', 'FAST'}).interpolation = 'LINEAR'