b2.8 exporter
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c5b0e7dfe8
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@ -801,7 +801,7 @@ class ArmoryExporter:
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if bobject.dupli_type == 'GROUP' and bobject.dupli_group != None:
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o['group_ref'] = bobject.dupli_group.name
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if bobject.users_group != None and len(bobject.users_group) > 0:
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if hasattr(bobject, 'users_group') and bobject.users_group != None and len(bobject.users_group) > 0:
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o['groups'] = []
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for g in bobject.users_group:
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if g.name.startswith('RigidBodyWorld') or g.name.startswith('Trait|'):
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@ -813,12 +813,13 @@ class ArmoryExporter:
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o['tilesheet_action_ref'] = bobject.arm_tilesheet_action
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layer_found = False
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for l in self.active_layers:
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if bobject.layers[l] == True:
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layer_found = True
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break
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if bpy.app.version >= (2, 80, 1): # 2.8 Spawn all layers for now
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if bpy.app.version >= (2, 80, 1):
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layer_found = True
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else:
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for l in self.active_layers:
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if bobject.layers[l] == True:
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layer_found = True
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break
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if layer_found == False:
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o['spawn'] = False
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@ -1486,8 +1487,8 @@ class ArmoryExporter:
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apply_modifiers = not armature
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# Apply all modifiers to create a new mesh with tessfaces
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if bpy.app.version >= (2, 80, 1): # 2.8
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exportMesh = bobject.to_mesh(scene, bpy.context.workspace.render_layer, apply_modifiers, "RENDER", True, False)
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if bpy.app.version >= (2, 80, 1):
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exportMesh = bobject.to_mesh(bpy.context.depsgraph, apply_modifiers, True, False)
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else:
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exportMesh = bobject.to_mesh(scene, apply_modifiers, "RENDER", True, False)
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@ -1604,7 +1605,7 @@ class ArmoryExporter:
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o['shadowmap_cube'] = True
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o['shadows_bias'] *= 2.0
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if bpy.app.version >= (2, 80, 1) and self.scene.view_render.engine == 'BLENDER_EEVEE':
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if bpy.app.version >= (2, 80, 1) and self.scene.render.engine == 'BLENDER_EEVEE':
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o['color'] = [objref.color[0], objref.color[1], objref.color[2]]
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o['strength'] = objref.energy
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if o['type'] == 'point' or o['type'] == 'spot':
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@ -2018,8 +2019,8 @@ class ArmoryExporter:
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self.preprocess()
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if bpy.app.version >= (2, 80, 1): # 2.8
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scene_objects = self.scene.master_collection.collections[0].objects
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if bpy.app.version >= (2, 80, 1):
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scene_objects = self.scene.collection.all_objects
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else:
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scene_objects = self.scene.objects
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for bobject in scene_objects:
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@ -2074,7 +2075,7 @@ class ArmoryExporter:
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if not bo.parent:
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self.export_object(bo, self.scene)
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if len(bpy.data.groups) > 0:
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if hasattr(bpy.data, 'groups') and len(bpy.data.groups) > 0:
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self.output['groups'] = []
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for group in bpy.data.groups:
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# Blender automatically stores physics objects in this group,
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