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@@ -1,7 +1,7 @@
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bl_info = {
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'name': 'Babylon.js',
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'author': 'David Catuhe, Jeff Palmer',
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- 'version': (4, 5, 0),
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+ 'version': (4, 5, 1),
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'blender': (2, 75, 0),
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'location': 'File > Export > Babylon.js (.babylon)',
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'description': 'Export Babylon.js scenes (.babylon)',
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@@ -304,6 +304,7 @@ class Main(bpy.types.Operator, bpy_extras.io_utils.ExportHelper):
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# separate loop doing all skeletons, so available in Mesh to make skipping IK bones possible
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for object in [object for object in scene.objects]:
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+ scene.frame_set(currentFrame)
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if object.type == 'ARMATURE': #skeleton.pose.bones
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if object.is_visible(scene):
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self.skeletons.append(Skeleton(object, scene, skeletonId))
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@@ -311,9 +312,9 @@ class Main(bpy.types.Operator, bpy_extras.io_utils.ExportHelper):
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else:
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Main.warn('The following armature not visible in scene thus ignored: ' + object.name)
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- bpy.context.scene.frame_set(0)
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# exclude lamps in this pass, so ShadowGenerator constructor can be passed meshesAnNodes
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for object in [object for object in scene.objects]:
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+ scene.frame_set(currentFrame)
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if object.type == 'CAMERA':
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if object.is_visible(scene): # no isInSelectedLayer() required, is_visible() handles this for them
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self.cameras.append(Camera(object))
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