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chore(auto_export): further experimentation
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@ -28,13 +28,14 @@ def remove_unwanted_custom_properties(object):
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def duplicate_object(object):
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obj_copy = object.copy()
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# FIXME: orphan data comes from this one
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if object.data:
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"""if object.data:
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data = object.data.copy()
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obj_copy.data = data
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if object.animation_data and object.animation_data.action:
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obj_copy.data = data"""
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copy_animation_data(object, obj_copy)
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"""if object.animation_data and object.animation_data.action:
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if obj_copy.animation_data == None:
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obj_copy.animation_data_create()
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obj_copy.animation_data.action = object.animation_data.action.copy()
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obj_copy.animation_data.action = object.animation_data.action.copy()"""
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return obj_copy
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# TODO: rename actions
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@ -43,13 +44,13 @@ def copy_animation_data(source, target):
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data = source.data.copy()
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target.data = data"""
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if source.animation_data and source.animation_data.action:
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print("source", source.animation_data.action.name)
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print("copying animation data for", source.name, target.animation_data)
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print("current action name", source.animation_data.action.name)
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print("copying animation data from", source.name, "to", target.name)
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if target.animation_data == None:
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"""if target.animation_data == None:
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target.animation_data_create()
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target.animation_data.action = source.animation_data.action.copy()
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target.animation_data.action = source.animation_data.action.copy()"""
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# alternative method, using the build in link animation operator
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with bpy.context.temp_override(active_object=source, selected_editable_objects=[target]):
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bpy.ops.object.make_links_data(type='ANIMATION')
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@ -57,7 +57,7 @@ def test_export_complex(setup_data):
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export_props = {
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"main_scene_names" : ['World'],
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"library_scene_names": ['Library'],
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#"export_format":'GLTF_SEPARATE'
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# "export_format":'GLTF_SEPARATE'
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}
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stored_settings = bpy.data.texts[".gltf_auto_export_settings"] if ".gltf_auto_export_settings" in bpy.data.texts else bpy.data.texts.new(".gltf_auto_export_settings")
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stored_settings.clear()
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