Skingroup images import order fix

This commit is contained in:
khreathor 2019-01-10 05:40:56 +01:00 committed by Bill Currie
parent 4d1f05186b
commit a13c382969

View file

@ -123,6 +123,7 @@ def setup_skins(mdl, uvs):
uvloop.data[k].uv = mdl_uv[j] uvloop.data[k].uv = mdl_uv[j]
#Load all skins #Load all skins
img_counter = 0
for i, skin in enumerate(mdl.skins): for i, skin in enumerate(mdl.skins):
if skin.type: if skin.type:
mat = setup_main_material(mdl) mat = setup_main_material(mdl)
@ -132,7 +133,8 @@ def setup_skins(mdl, uvs):
for j, subskin in enumerate(skin.skins): for j, subskin in enumerate(skin.skins):
tex_node = mat.node_tree.nodes.new("ShaderNodeTexImage") tex_node = mat.node_tree.nodes.new("ShaderNodeTexImage")
tex_node.image = mdl.images[i + j] tex_node.image = mdl.images[img_counter]
img_counter += 1
tex_node.interpolation = "Closest" tex_node.interpolation = "Closest"
if j == 0: if j == 0:
# connect only first texture (we'll need something smarter in the future) # connect only first texture (we'll need something smarter in the future)
@ -150,7 +152,8 @@ def setup_skins(mdl, uvs):
mat.node_tree.nodes.remove(mat.node_tree.nodes["Principled BSDF"]) mat.node_tree.nodes.remove(mat.node_tree.nodes["Principled BSDF"])
tex_node = mat.node_tree.nodes.new("ShaderNodeTexImage") tex_node = mat.node_tree.nodes.new("ShaderNodeTexImage")
tex_node.image = mdl.images[i] tex_node.image = mdl.images[img_counter]
img_counter += 1
tex_node.interpolation = "Closest" tex_node.interpolation = "Closest"
mat.node_tree.links.new(tex_node.outputs[0], emissionNode.inputs[0]) mat.node_tree.links.new(tex_node.outputs[0], emissionNode.inputs[0])