New Addon: Import Autodesk .max #105013
@ -263,19 +263,19 @@ def add_texture_to_material(image, contextWrapper, pct, extend, alpha, scale, of
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img_wrap = contextWrapper.base_color_texture
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links.new(img_wrap.node_image.outputs['Color'], mixer.inputs[2])
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links.new(mixer.outputs['Color'], shader.inputs['Base Color'])
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elif mapto == 'SPECULARITY':
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img_wrap = contextWrapper.specular_tint_texture
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elif mapto == 'ALPHA':
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shader.location = (0, -300)
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img_wrap = contextWrapper.alpha_texture
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elif mapto == 'ROUGHNESS':
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img_wrap = contextWrapper.roughness_texture
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elif mapto == 'METALLIC':
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shader.location = (300,300)
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img_wrap = contextWrapper.metallic_texture
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elif mapto == 'ROUGHNESS':
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shader.location = (300, 0)
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img_wrap = contextWrapper.roughness_texture
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elif mapto == 'SPECULARITY':
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shader.location = (0,-300)
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img_wrap = contextWrapper.specular_tint_texture
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elif mapto == 'ALPHA':
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shader.location = (300,300)
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img_wrap = contextWrapper.alpha_texture
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elif mapto == 'EMISSION':
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shader.location = (-300, -600)
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shader.location = (0,-900)
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img_wrap = contextWrapper.emission_color_texture
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elif mapto == 'NORMAL':
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shader.location = (300, 300)
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@ -5,7 +5,7 @@
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bl_info = {
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'name': 'glTF 2.0 format',
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'author': 'Julien Duroure, Scurest, Norbert Nopper, Urs Hanselmann, Moritz Becher, Benjamin Schmithüsen, Jim Eckerlein, and many external contributors',
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"version": (4, 0, 32),
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"version": (4, 1, 1),
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'blender': (4, 0, 0),
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'location': 'File > Import-Export',
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'description': 'Import-Export as glTF 2.0',
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@ -187,6 +187,9 @@ class BlenderNode():
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arma_mat = vnode.editbone_arma_mat
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editbone.head = arma_mat @ Vector((0, 0, 0))
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editbone.tail = arma_mat @ Vector((0, 1, 0))
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if gltf.import_settings['bone_heuristic'] == "BLENDER":
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editbone.length = vnode.bone_length / max(blender_arma.scale)
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else:
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editbone.length = vnode.bone_length
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editbone.align_roll(arma_mat @ Vector((0, 0, 1)) - editbone.head)
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@ -225,7 +228,8 @@ class BlenderNode():
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if gltf.import_settings['bone_heuristic'] == "BLENDER":
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pose_bone.custom_shape = bpy.data.objects[gltf.bone_shape]
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pose_bone.custom_shape_scale_xyz = Vector([0.1, 0.1, 0.1])
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armature_max_dim = max([blender_arma.dimensions[0] / blender_arma.scale[0], blender_arma.dimensions[1] / blender_arma.scale[1], blender_arma.dimensions[2] / blender_arma.scale[2]])
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pose_bone.custom_shape_scale_xyz = Vector([armature_max_dim * 0.2] * 3)
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@staticmethod
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def create_mesh_object(gltf, vnode):
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