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Export skin when SkinnedMeshRenderer.bones is empty #22

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105 changes: 98 additions & 7 deletions UnityGLTF/Assets/UnityGLTF/Scripts/GLTFEditorExporter.cs
Original file line number Diff line number Diff line change
Expand Up @@ -2126,20 +2126,111 @@ private void exportSkinFromNode(Transform transform)
MeshId val;
if(!_primOwner.TryGetValue(key, out val))
{
Debug.Log("No mesh found for skin");
Debug.Log("exportSkinFromNode() > No mesh found for skin " + transform.name);
return;
}
SkinnedMeshRenderer skin = transform.GetComponent<SkinnedMeshRenderer>();
GLTF.Schema.Skin gltfSkin = new Skin();

for (int i = 0; i < skin.bones.Length; ++i)
if (skin.bones.Length > 0)
{
gltfSkin.Joints.Add(
new NodeId
for (int i = 0; i < skin.bones.Length; ++i)
{
gltfSkin.Joints.Add(
new NodeId
{
Id = _exportedTransforms[skin.bones[i].GetInstanceID()],
Root = _root
});
}
}
else
{
// Probably "Optimize game objects" was used on import. Restore skin info from source data.
Animator animator = transform.GetComponentInParent<Animator>();
if(!animator || !animator.avatar)
{
Debug.Log("exportSkinFromNode() > Can't find animator or avatar to restore optimized bones for skin " + transform.name);
return;
}

SerializedObject serializedAvatar = new SerializedObject(animator.avatar);
var propBoneMap = serializedAvatar.FindProperty("m_TOS");

// Find a model root from avatar data
// FIXME: how unity actually finds a root node for an avatar? It probably bakes everything to m_AvatarSkeletonPose etc.
Transform searchRoot = null;
for (int j = 0; j < propBoneMap.arraySize; j++)
{
var pair = propBoneMap.GetArrayElementAtIndex(j);
var avatarBoneHash = (uint)pair.FindPropertyRelative("first").intValue;
var avatarBonePath = pair.FindPropertyRelative("second").stringValue;
if (!string.IsNullOrEmpty(avatarBonePath))
{
Id = _exportedTransforms[skin.bones[i].GetInstanceID()],
Root = _root
});
var currRoot = animator.gameObject.transform;
while (currRoot)
{
var bone = currRoot.Find(avatarBonePath);
if (bone)
{
searchRoot = currRoot;
break;
}
else
{
currRoot = currRoot.parent;
}
}

if (searchRoot)
{
break;
}
}
}

if (!searchRoot)
{
Debug.Log("exportSkinFromNode() > Can't determine a root node for skin " + transform.name);
return;
}

SerializedObject serializedMesh = new SerializedObject(mesh);
var propBoneHashes = serializedMesh.FindProperty("m_BoneNameHashes");
for (int i = 0; i < propBoneHashes.arraySize; i++)
{
uint boneHash = (uint)propBoneHashes.GetArrayElementAtIndex(i).intValue;
for (int j = 0; j < propBoneMap.arraySize; j++)
{
var pair = propBoneMap.GetArrayElementAtIndex(j);
var avatarBoneHash = (uint)pair.FindPropertyRelative("first").intValue;
if (boneHash == avatarBoneHash)
{
var avatarBonePath = pair.FindPropertyRelative("second").stringValue;
var bone = string.IsNullOrEmpty(avatarBonePath) ? searchRoot : searchRoot.Find(avatarBonePath);
if(bone)
{
gltfSkin.Joints.Add(
new NodeId
{
Id = _exportedTransforms[bone.GetInstanceID()],
Root = _root
});
}
else
{
Debug.LogWarning("exportSkinFromNode() > bone " + avatarBonePath + " not found in " + searchRoot.name);
}

break;
}
}
}
}

if (mesh.bindposes.Length != gltfSkin.Joints.Count)
{
Debug.LogWarning("exportSkinFromNode() > Bind pose and bone array sizes are different for skin " + transform.name);
}

gltfSkin.InverseBindMatrices = ExportAccessor(mesh.bindposes, true);
Expand Down