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Merge pull request #5247 from grgr/dev

blender export vertexgroup holes fixed
Mr.doob 11 年之前
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220475bcd3

二进制
examples/models/skinned/simple/simple.blend


文件差异内容过多而无法显示
+ 54 - 0
examples/models/skinned/simple/simple.js


+ 103 - 0
examples/webgl_simple_skinned_aimation.html

@@ -0,0 +1,103 @@
+<!DOCTYPE html>
+<html lang="en">
+	<head>
+		<title>three.js simple skinned animation</title>
+		<meta charset="utf-8">
+		<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
+		<style>
+			body {
+				font-family: Monospace;
+				background-color: #f0f0f0;
+				margin: 0px;
+				overflow: hidden;
+			}
+		</style>
+	</head>
+	<body>
+
+		<script src="../build/three.min.js"></script>
+
+		<script src="js/libs/stats.min.js"></script>
+
+                <script src="js/controls/OrbitControls.js"></script>
+
+		<script>
+
+			var container, stats, controls;
+
+			var camera, scene, renderer, loader, clock, light;
+
+                        var skinnedMesh, animation, groundMaterial, planeGeometry;
+			init();
+			animate();
+
+			function init() {
+
+				container = document.createElement( 'div' );
+				document.body.appendChild( container );
+
+				camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 1, 10000 );
+                                camera.position.z = 5;
+
+				scene = new THREE.Scene();
+                                loader = new THREE.JSONLoader();
+                                clock = new THREE.Clock;
+
+                                renderer = new THREE.WebGLRenderer();
+                                renderer.setSize(window.innerWidth, window.innerHeight);
+				container.appendChild( renderer.domElement );
+
+                                controls = new THREE.OrbitControls( camera, renderer.domElement );
+
+				stats = new Stats();
+				stats.domElement.style.position = 'absolute';
+				stats.domElement.style.top = '0px';
+				container.appendChild(stats.domElement);
+
+                                groundMaterial = new THREE.MeshPhongMaterial( { emissive: 0xbbbbbb } );
+                                planeGeometry = new THREE.PlaneGeometry( 16000, 16000 );
+                                ground = new THREE.Mesh( planeGeometry, groundMaterial );
+                                ground.position.set( 0, -5, 0 );
+                                ground.rotation.x = -Math.PI/2;
+                                scene.add( ground );
+
+                                light = new THREE.HemisphereLight(0xffffff, 0x003300, 1);
+                                light.position.set(-80,500,50);
+                                scene.add(light);
+
+                                loader.load('./models/skinned/simple/simple.js', function (geometry, materials) {
+                                    for (var k in materials) {
+                                    materials[k].skinning = true;
+                                    }
+                                    skinnedMesh = new THREE.SkinnedMesh(geometry, new THREE.MeshFaceMaterial(materials));
+                                    skinnedMesh.scale.set(1, 1, 1);
+                                    scene.add(skinnedMesh);
+                                    animation = new THREE.Animation(skinnedMesh,skinnedMesh.geometry.animations[0]);
+                                    animation.play();
+                                    });
+
+			}
+
+			function animate() {
+
+				requestAnimationFrame( animate );
+
+                                var delta = clock.getDelta();
+                                THREE.AnimationHandler.update( delta );
+                                controls.update();
+
+				render();
+				stats.update();
+
+			}
+
+			function render() {
+
+				renderer.render( scene, camera );
+
+			}
+
+		</script>
+
+	</body>
+</html>

+ 7 - 5
utils/exporters/blender/2.65/scripts/addons/io_mesh_threejs/export_threejs.py

@@ -827,6 +827,7 @@ def generate_indices_and_weights(meshes, option_skinning):
     weights = []
 
     armature, armature_object = get_armature()
+    bone_names = [bone.name for bone in armature_object.pose.bones]
 
     for mesh, object in meshes:
 
@@ -854,9 +855,10 @@ def generate_indices_and_weights(meshes, option_skinning):
 
             for group in vertex.groups:
                 index = group.group
-                weight = group.weight
+                if object.vertex_groups[index].name in bone_names:
+                    weight = group.weight 
 
-                bone_array.append( (index, weight) )
+                    bone_array.append( (index, weight) )
                 
             bone_array.sort(key = operator.itemgetter(1), reverse=True)
             
@@ -879,11 +881,11 @@ def generate_indices_and_weights(meshes, option_skinning):
                             break
 
                     if found != 1:
-                        indices.append('0')
+                        indices.append('-1')
                         weights.append('0')
 
                 else:
-                    indices.append('0')
+                    indices.append('-1')
                     weights.append('0')
     
     
@@ -2696,4 +2698,4 @@ def save(operator, context, filepath = "",
                     option_frame_step,
                     option_frame_index_as_time)
 
-    return {'FINISHED'}
+    return {'FINISHED'}

部分文件因为文件数量过多而无法显示