Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Adding some weight if the vertex has none #40

Open
wants to merge 1 commit into
base: master
Choose a base branch
from
Open
Changes from all commits
Commits
File filter

Filter by extension

Filter by extension

Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
13 changes: 7 additions & 6 deletions io_scene_dae/export_dae.py
Original file line number Diff line number Diff line change
Expand Up @@ -615,12 +615,13 @@ def export_mesh(self, node, armature=None, skeyindex=-1, skel_source=None,
name = node.vertex_groups[vg.group].name

if (name in si["bone_index"]):
# TODO: Try using 0.0001 since Blender uses
# zero weight
if (vg.weight > 0.001):
v.bones.append(si["bone_index"][name])
v.weights.append(vg.weight)
wsum += vg.weight
# Using 0.001 since Blender uses zero weight
Copy link

@ghost ghost Oct 25, 2016

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

Why is using zero weight here a problem and something greater than zero needs to be used? Is it a problem for Godot or for COLLADA? Pinging @reduz

if (vg.weight < 0.001):
vg.weight = 0.001

v.bones.append(si["bone_index"][name])
v.weights.append(vg.weight)
wsum += vg.weight
if (wsum == 0.0):
if not self.wrongvtx_report:
self.operator.report(
Expand Down