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@@ -136,7 +136,7 @@ class Export_babylon(bpy.types.Operator, ExportHelper):
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Export_babylon.write_bool(file_handler, "applyGravity", object.data.applyGravity)
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Export_babylon.write_array3(file_handler, "ellipsoid", object.data.ellipsoid)
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- locAnim = False
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+ locAnim = False
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coma = False
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if object.animation_data:
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@@ -351,16 +351,15 @@ class Export_babylon(bpy.types.Operator, ExportHelper):
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rot = mathutils.Quaternion((0, 0, 0, 1))
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scale = mathutils.Vector((1, 1, 1))
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+ world = object.matrix_world
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if object.parent and object.parent.type == "ARMATURE" and len(object.vertex_groups) > 0:
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- mesh.transform(object.matrix_world)
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hasSkeleton = True
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else:
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hasSkeleton = False
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- world = object.matrix_world
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if (object.parent):
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world = object.parent.matrix_world.inverted() * object.matrix_world
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- loc, rot, scale = world.decompose()
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+ loc, rot, scale = world.decompose()
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# Triangulate mesh if required
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Export_babylon.mesh_triangulate(mesh)
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@@ -456,6 +455,8 @@ class Export_babylon(bpy.types.Operator, ExportHelper):
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i = i + 1
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if (i == 4):
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break;
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+ if (i == 4):
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+ break;
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# Texture coordinates
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@@ -582,6 +583,7 @@ class Export_babylon(bpy.types.Operator, ExportHelper):
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elif len(object.material_slots) > 1:
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multimat = MultiMaterial()
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multimat.name = "Multimaterial#" + str(len(multiMaterials))
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+ multimat.materials = []
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Export_babylon.write_string(file_handler, "materialId", multimat.name)
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for mat in object.material_slots:
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multimat.materials.append(mat.name)
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@@ -592,7 +594,7 @@ class Export_babylon(bpy.types.Operator, ExportHelper):
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billboardMode = 0
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Export_babylon.write_vector(file_handler, "position", loc)
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- Export_babylon.write_quaternion(file_handler, "rotation", rot)
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+ Export_babylon.write_vectorScaled(file_handler, "rotation", rot.to_euler("XYZ"), -1)
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Export_babylon.write_vector(file_handler, "scaling", scale)
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Export_babylon.write_bool(file_handler, "isVisible", object.is_visible(scene))
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Export_babylon.write_bool(file_handler, "isEnabled", True)
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