WIP: FBX: Fix #84111: AssertionError importing shapekeys #104910

Closed
Mikhail Matrosov wants to merge 2 commits from ktdfly/blender-addons:main into main

When changing the target branch, be careful to rebase the branch in your fork to match. See documentation.
Showing only changes of commit 6b5acc2aeb - Show all commits

View File

@ -1931,7 +1931,10 @@ def blen_read_shapes(fbx_tmpl, fbx_data, objects, me, scene):
# will be clamped, and we'll print a warning message to the console.
shape_key_values_in_range = True
bc_uuid_to_keyblocks = {}
for bc_uuid, fbx_sdata, fbx_bcdata in fbx_data:
for k, v in fbx_data.items():
bc_uuid = k[0]
fbx_sdata, fbx_bcdata = v
elem_name_utf8 = elem_name_ensure_class(fbx_sdata, b'Geometry')
indices = elem_prop_first(elem_find_first(fbx_sdata, b'Indexes'))
dvcos = elem_prop_first(elem_find_first(fbx_sdata, b'Vertices'))
@ -1961,6 +1964,14 @@ def blen_read_shapes(fbx_tmpl, fbx_data, objects, me, scene):
if len(vgweights) == 1 and nbr_indices > 1:
vgweights = np.full_like(indices, vgweights[0], dtype=vgweights.dtype)
# Special case for trimmed weights with trailing zeroes
if len(vgweights) != nbr_indices:
# Pad with zeros
new_vgweights = np.zeros_like(indices, dtype=vgweights.dtype)
n = min(len(vgweights), nbr_indices)
new_vgweights[:n] = vgweights[:n]
vgweights = new_vgweights
assert(len(vgweights) == nbr_indices == len(dvcos))
# To add shape keys to the mesh, an Object using the mesh is needed.
@ -3506,11 +3517,12 @@ def load(operator, context, filepath="",
node = fbx_helper_nodes[o_uuid]
if node:
objects.append(node)
shapes_list = []
mesh_to_shapes[bl_mdata] = (objects, shapes_list)
shapes = {}
mesh_to_shapes[bl_mdata] = (objects, shapes)
else:
shapes_list = mesh_to_shapes[bl_mdata][1]
shapes_list.append((bc_uuid, fbx_sdata, fbx_bcdata))
shapes = mesh_to_shapes[bl_mdata][1]
# Dict to avoid duplicates
shapes[(bc_uuid, id(fbx_sdata), id(fbx_bcdata))] = (fbx_sdata, fbx_bcdata)
# BlendShape deformers are only here to connect BlendShapeChannels to meshes, nothing else to do.
# Iterate through each mesh and create its shape keys