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@ -60,10 +60,6 @@ class PlasmaAnimationModifier(ActionModifier, PlasmaModifierProperties): |
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loop_end = StringProperty(name="Loop End", |
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loop_end = StringProperty(name="Loop End", |
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description="Marker indicating where the default loop ends") |
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description="Marker indicating where the default loop ends") |
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@property |
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def requires_actor(self): |
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return True |
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def export(self, exporter, bo, so): |
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def export(self, exporter, bo, so): |
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action = self.blender_action |
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action = self.blender_action |
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@ -95,30 +91,6 @@ class PlasmaAnimationModifier(ActionModifier, PlasmaModifierProperties): |
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atcanim.loopStart = atcanim.start |
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atcanim.loopStart = atcanim.start |
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atcanim.loopEnd = atcanim.end |
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atcanim.loopEnd = atcanim.end |
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def _make_physical_movable(self, so): |
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sim = so.sim |
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if sim is not None: |
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sim = sim.object |
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sim.setProperty(plSimulationInterface.kPhysAnim, True) |
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phys = sim.physical.object |
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phys.setProperty(plSimulationInterface.kPhysAnim, True) |
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# If the mass is zero, then we will fail to animate. Fix that. |
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if phys.mass == 0.0: |
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phys.mass = 1.0 |
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# set kPinned so it doesn't fall through |
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sim.setProperty(plSimulationInterface.kPinned, True) |
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phys.setProperty(plSimulationInterface.kPinned, True) |
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# Do the same for children objects |
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for child in so.coord.object.children: |
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self.make_physical_movable(child.object) |
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def post_export(self, exporter, bo, so): |
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# If this object has a physical, we need to tell the simulation iface that it can be animated |
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self._make_physical_movable(so) |
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class AnimGroupObject(bpy.types.PropertyGroup): |
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class AnimGroupObject(bpy.types.PropertyGroup): |
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object_name = StringProperty(name="Child", |
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object_name = StringProperty(name="Child", |
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