if armatureObj:
armature=armatureObj.getData()
for b in armature.bones.values():
- if not b.parent:
+ if b.name=='center':
+ # root bone
+ bone=Bone(b.name, b.head['ARMATURESPACE'])
+ self.__addBone(bone)
+ self.__getBone(bone, b)
+
+ for b in armature.bones.values():
+ if not b.parent and b.name!='center':
# root bone
bone=Bone(b.name, b.head['ARMATURESPACE'])
self.__addBone(bone)
self.ik_list.append(
IKSolver(target, link_tail, chainLength,
c[cSetting.ITERATIONS], c.influence))
+ # 非末端IK
+ target_tail=self.bones[target.tail_index]
+ if target_tail.type!=7:
+ target_bone=armature.bones[target.name]
+ bone=Bone(target.name+'_t',
+ target_bone.tail['ARMATURESPACE'])
+ bone.type=7
+ self.__addBone(bone)
+ bone.parent_index=target.index
+ target.tail_index=bone.index
def getIndex(self, bone):
for i, b in enumerate(self.bones):
io.addBoneDisplay(i, displayIndex)
# English
- io.english_name="blender export model"
+ io.english_name="blender export"
io.english_coment="blender export"
for i in range(10):
- io.getToonTexture(i).name="toon%02d.bmp" % i
+ io.getToonTexture(i).name="toon%02d.bmp\n" % i
# 書き込み
return io.write(path.encode(FS_ENCODING))