Add "empty" skin during export for models with no materials or texture nodes

This commit is contained in:
khreathor 2019-01-16 21:40:34 +01:00 committed by Bill Currie
parent 3913febace
commit ff5f9f1831

View file

@ -98,14 +98,15 @@ def make_skin(operator, mdl, mesh):
materials = bpy.context.object.data.materials
if len(materials) > 0:
for mat in materials:
allNodes = list(filter(lambda node: node.type == "TEX_IMAGE", mat.node_tree.nodes))
if len(allNodes) > 1:
allTextureNodes = list(filter(lambda node: node.type == "TEX_IMAGE", mat.node_tree.nodes))
if len(allTextureNodes) > 1: #=== skingroup
skingroup = MDL.Skin()
skingroup.type = 1
skingroup.skins = []
skingroup.times = []
sortedNodes = list(allNodes)
sortedNodes = list(allTextureNodes)
sortedNodes.sort(key=lambda x: x.location[1], reverse=True)
for node in sortedNodes:
if node.type == "TEX_IMAGE":
@ -115,13 +116,17 @@ def make_skin(operator, mdl, mesh):
skingroup.skins.append(skin)
skingroup.times.append(0.1) # hardcoded at the moment
mdl.skins.append(skingroup)
else:
for node in allNodes:
elif len(allTextureNodes) == 1: #=== single skin
for node in allTextureNodes:
if node.type == "TEX_IMAGE":
image = node.image
mdl.skinwidth, mdl.skinheight = image.size
skin = convert_image(image)
mdl.skins.append(skin)
else:
mdl.skins.append(skin) # add empty skin - no texture nodes
else:
mdl.skins.append(skin) # add empty skin - no materials
'''
if (uvt and uvt.data and uvt.data[0].image):