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@@ -82,7 +82,7 @@ class ExportGodot(bpy.types.Operator, ExportHelper):
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description="Export only selected objects (and visible in active "
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"layers if that applies).",
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default=False,
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- )
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+ )
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use_exclude_ctrl_bone = BoolProperty(
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name="Exclude Control Bones",
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description="Do not export control bones (bone.use_deform = false)",
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@@ -90,28 +90,47 @@ class ExportGodot(bpy.types.Operator, ExportHelper):
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)
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use_export_animation = BoolProperty(
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name="Export Animation",
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- description="Export all the animation actions (include those "
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- "in nla_tracks), notice if an animated object has "
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- "an ancestor also has animated, its animation would "
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- "go into the ancetor's AnimationPlayer",
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+ description="Export all the animation actions (include actions "
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+ "in nla_tracks), note that by default blender animation "
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+ "is exported as actions, so every node would have their "
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+ "own AnimationPlayer hold their actions",
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default=True,
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- )
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- use_seperate_animation_player = BoolProperty(
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- name="Seperate AnimationPlayer For Each Object",
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- description="Create a seperate AnimationPlayer node for every"
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- "blender object which has animtion data",
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- default=False,
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)
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use_mesh_modifiers = BoolProperty(
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name="Apply Modifiers",
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description="Apply modifiers to mesh objects (on a copy!).",
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default=True,
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- )
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+ )
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use_active_layers = BoolProperty(
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name="Active Layers",
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description="Export only objects on the active layers.",
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default=True,
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+ )
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+ animation_modes = EnumProperty(
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+ name="Animation Modes",
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+ description="Configuration of how blender animation data being "
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+ "exported to godot AnimationPlayer as well as the "
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+ "placement of AnimationPlayers in the node tree.",
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+ default="ACTIONS",
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+ items=(
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+ (
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+ "ACTIONS", "Animation as Actions",
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+ "Each animated node would have their own AnimationPlayer"
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+ ),
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+ (
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+ "SCENE_ANIMATION", "Scene Animation",
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+ "All the animations of the whole scene would be placed "
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+ "into one AnimationPlayer at scene root"
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+ ),
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+ (
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+ "SQUASHED_ACTIONS", "Animation as Actions with Squash",
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+ "Animation is exported as actions of nodes, but instead "
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+ "of having an individual AnimationPlayer for each node, "
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+ "this configuration would squash children nodes' actions "
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+ "to their parents"
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+ )
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)
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+ )
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material_search_paths = EnumProperty(
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name="Material Search Paths",
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description="Search for existing godot materials with names that match"
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