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remove the export_bone_parenting option

Jason0214 7 年之前
父节点
当前提交
16f3d68cd3
共有 3 个文件被更改,包括 1 次插入7 次删除
  1. 0 5
      io_scene_godot/__init__.py
  2. 1 1
      io_scene_godot/export_godot.py
  3. 0 1
      tests/scenes/export_blends.py

+ 0 - 5
io_scene_godot/__init__.py

@@ -87,11 +87,6 @@ class ExportGodot(bpy.types.Operator, ExportHelper):
         description="Export only objects on the active layers.",
         description="Export only objects on the active layers.",
         default=True,
         default=True,
         )
         )
-    export_parent_bone_constraint = BoolProperty(
-        name="Parent Bone",
-        description="Export parent relation to armature bones",
-        default=True,
-        )
     material_search_paths = EnumProperty(
     material_search_paths = EnumProperty(
         name="Material Search Paths",
         name="Material Search Paths",
         description="Search for existing godot materials with names that match"
         description="Search for existing godot materials with names that match"

+ 1 - 1
io_scene_godot/export_godot.py

@@ -72,7 +72,7 @@ class GodotExporter:
             )
             )
             exporter = converters.BLENDER_TYPE_TO_EXPORTER["EMPTY"]
             exporter = converters.BLENDER_TYPE_TO_EXPORTER["EMPTY"]
 
 
-        if (self.config['export_parent_bone_constraint'] and
+        if ("ARMATURE" in self.config['object_types'] and
                 node.parent_bone != ''):
                 node.parent_bone != ''):
             parent_gd_node = converters.BONE_ATTACHMENT_EXPORTER(
             parent_gd_node = converters.BONE_ATTACHMENT_EXPORTER(
                 self.escn_file,
                 self.escn_file,

+ 0 - 1
tests/scenes/export_blends.py

@@ -18,7 +18,6 @@ def export_escn(out_file):
         use_active_layers=False,
         use_active_layers=False,
         use_export_selected=False,
         use_export_selected=False,
         use_mesh_modifiers=True,
         use_mesh_modifiers=True,
-        export_parent_bone_constraint=True,
         material_search_paths = 'PROJECT_DIR'
         material_search_paths = 'PROJECT_DIR'
     )
     )