def __gather_gltf(exporter, export_settings):
    active_scene_idx, scenes, animations = gltf2_blender_gather.gather_gltf2(export_settings)

    if export_settings['gltf_draco_mesh_compression']:
        gltf2_io_draco_compression_extension.encode_scene_primitives(scenes, export_settings)
        exporter.add_draco_extension()

    for idx, scene in enumerate(scenes):
        exporter.add_scene(scene, idx==active_scene_idx)
    for animation in animations:
        exporter.add_animation(animation)
Example #2
0
def __gather_gltf(exporter, export_settings):
    active_scene_idx, scenes, animations = gltf2_blender_gather.gather_gltf2(export_settings)

    unused_skins = export_settings['vtree'].get_unused_skins()

    if export_settings['gltf_draco_mesh_compression']:
        gltf2_io_draco_compression_extension.encode_scene_primitives(scenes, export_settings)
        exporter.add_draco_extension()

    export_user_extensions('gather_gltf_hook', export_settings, active_scene_idx, scenes, animations)

    for idx, scene in enumerate(scenes):
        exporter.add_scene(scene, idx==active_scene_idx)
    for animation in animations:
        exporter.add_animation(animation)
    exporter.traverse_unused_skins(unused_skins)
Example #3
0
def __gather_gltf(exporter, export_settings):
    active_scene_idx, scenes, animations = gltf2_blender_gather.gather_gltf2(
        export_settings)

    plan = {
        'active_scene_idx': active_scene_idx,
        'scenes': scenes,
        'animations': animations
    }
    export_user_extensions('gather_gltf_hook', export_settings, plan)
    active_scene_idx, scenes, animations = plan['active_scene_idx'], plan[
        'scenes'], plan['animations']

    if export_settings['gltf_draco_mesh_compression']:
        gltf2_io_draco_compression_extension.encode_scene_primitives(
            scenes, export_settings)
        exporter.add_draco_extension()

    for idx, scene in enumerate(scenes):
        exporter.add_scene(scene, idx == active_scene_idx)
    for animation in animations:
        exporter.add_animation(animation)