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authorLyuma <xn.lyuma@gmail.com>2024-02-25 00:36:39 -0800
committerLyuma <xn.lyuma@gmail.com>2024-02-26 03:06:07 -0800
commit652ef966f99de0a915a601b686378f98c1a49b08 (patch)
tree9c71c9f70b14e674315763dd8dcf6653544ee818 /modules/gltf/editor
parent2e7fc81315bfa8d0a15f60adff2a12b6f3104236 (diff)
downloadredot-engine-652ef966f99de0a915a601b686378f98c1a49b08.tar.gz
Add new scene import option to import as Skeleton
Adds a bool import option `nodes/import_as_skeleton_bones`. This is supported in all FBX or GLTF document based formats. It is especially useful for retargeting and importing animations.
Diffstat (limited to 'modules/gltf/editor')
-rw-r--r--modules/gltf/editor/editor_scene_importer_blend.cpp3
1 files changed, 3 insertions, 0 deletions
diff --git a/modules/gltf/editor/editor_scene_importer_blend.cpp b/modules/gltf/editor/editor_scene_importer_blend.cpp
index a91856c4a1..c6e92de762 100644
--- a/modules/gltf/editor/editor_scene_importer_blend.cpp
+++ b/modules/gltf/editor/editor_scene_importer_blend.cpp
@@ -287,6 +287,9 @@ Node *EditorSceneFormatImporterBlend::import_scene(const String &p_path, uint32_
if (p_options.has(SNAME("blender/materials/unpack_enabled")) && p_options[SNAME("blender/materials/unpack_enabled")]) {
base_dir = sink.get_base_dir();
}
+ if (p_options.has(SNAME("nodes/import_as_skeleton_bones")) ? (bool)p_options[SNAME("nodes/import_as_skeleton_bones")] : false) {
+ state->set_import_as_skeleton_bones(true);
+ }
state->set_scene_name(blend_basename);
err = gltf->append_from_file(sink.get_basename() + ".gltf", state, p_flags, base_dir);
if (err != OK) {