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fix(shape): Add tangent property on shape if normal is present
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Add the tangent property to a shape if it has normals.
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LKAMinco committed Apr 28, 2024
1 parent 566951f commit a30ac03
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Showing 2 changed files with 2 additions and 2 deletions.
2 changes: 1 addition & 1 deletion addon/i3dio/node_classes/merge_group.py
Original file line number Diff line number Diff line change
Expand Up @@ -27,7 +27,7 @@ def __init__(self, id_: int, merge_group_object: [bpy.types.Object, None], i3d:

# Override default shape behaviour to use the merge group mesh name instead of the blender objects name
def add_shape(self):
self.shape_id = self.i3d.add_shape(EvaluatedMesh(self.i3d, self.blender_object), self.merge_group_name, True)
self.shape_id = self.i3d.add_shape(EvaluatedMesh(self.i3d, self.blender_object), self.merge_group_name, True, tangent=self.tangent)
self.xml_elements['IndexedTriangleSet'] = self.i3d.shapes[self.shape_id].element

def add_mergegroup_child(self, child: MergeGroupChild):
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2 changes: 1 addition & 1 deletion addon/i3dio/node_classes/skinned_mesh.py
Original file line number Diff line number Diff line change
Expand Up @@ -105,7 +105,7 @@ def add_shape(self):
# Use a ChainMap to easily combine multiple bone mappings and get around any problems with multiple bones
# named the same as a ChainMap just gets the bone from the first armature added
self.shape_id = self.i3d.add_shape(EvaluatedMesh(self.i3d, self.blender_object), self.skinned_mesh_name,
bone_mapping=self.bone_mapping)
bone_mapping=self.bone_mapping, tangent=self.tangent)
self.xml_elements['IndexedTriangleSet'] = self.i3d.shapes[self.shape_id].element

def populate_xml_element(self):
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