diff --git a/tools/blenvy/add_ons/auto_export/levels/bevy_scene_components.py b/tools/blenvy/add_ons/auto_export/levels/bevy_scene_components.py index 8cced91..95016c2 100644 --- a/tools/blenvy/add_ons/auto_export/levels/bevy_scene_components.py +++ b/tools/blenvy/add_ons/auto_export/levels/bevy_scene_components.py @@ -1,16 +1,7 @@ - -import bpy -from blenvy.core.object_makers import make_empty - -# TODO: replace this with placing scene level custom properties once support for that has been added to bevy_gltf def upsert_scene_components(main_scenes): for scene in main_scenes: if scene.world is not None: scene['BlenderBackgroundShader'] = ambient_color_to_component(scene.world) - print("FOOOOO WORLD", dir(scene.world)) - print("FOOOO scene", dir(scene)) - print("foooo", dir(scene.view_settings)) - print("GNAAA", scene.view_settings.view_transform) scene['BlenderShadowSettings'] = scene_shadows_to_component(scene) if scene.eevee.use_bloom: @@ -32,11 +23,11 @@ def remove_scene_components(main_scenes): def scene_tonemapping_to_component(scene): tone_mapping = scene.view_settings.view_transform blender_to_bevy = { - 'NONE': '', + 'NONE': 'None', 'AgX': 'AgX', 'Filmic': 'Filmic', } - bevy_tone_mapping = blender_to_bevy[tone_mapping] if tone_mapping in blender_to_bevy else None + bevy_tone_mapping = blender_to_bevy[tone_mapping] if tone_mapping in blender_to_bevy else 'None' return bevy_tone_mapping def scene_colorgrading_to_component(scene):