USD: Add an option to only export Deform Bones for Armatures #114800
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Reference: blender/blender#114800
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Delete Branch "CharlesWardlaw/blender:feature/usdskel_only_deform"
Deleting a branch is permanent. Although the deleted branch may continue to exist for a short time before it actually gets removed, it CANNOT be undone in most cases. Continue?
This patch adds an Only Deform Bones flag to the exporter so that when exporting UsdSkel assets, non-deforming helper bones are skipped. If deform bones live as leaf bones along a chain of non-deforming bones, their non-deforming parents are also exported in order to preserve hierarchy relationships and animation.
Finally, this patch reorders the joint weight binding orders for UsdGeomMesh exports to match the order and count of joints written on the UsdSkel side per clip.
@ -31,0 +35,4 @@
static inline bool is_deform_bone(const Bone *bone,
std::unordered_map<const char *, bool> &should_export)
{
The
is_deform_bone()
functions are not used.@ -174,0 +201,4 @@
size_t num_bones = 0;
size_t num_deform_bones = 0;
size_t num_deform_parent_bones = 0;
The
num_bones
,num_deform_bones
andnum_deform_parent_bones
counts don't appear to be used anywhere.This commit looks good and works well in my tests. Thank you for implementing this.
As per my comments, there are some unused functions and local variables, but I will remove these myself in a separate commit.