Implement .blend asset processor
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import bpy
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import json
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import os
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import sys
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def main():
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output = sys.argv[sys.argv.index("--") + 1]
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actions_path = sys.argv[sys.argv.index("--") + 2]
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with open(actions_path) as file:
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actions_to_keep = set(json.load(file))
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for obj in bpy.data.objects:
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if not obj.animation_data:
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continue
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for track in list(obj.animation_data.nla_tracks):
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if track.name.startswith("[Action Stash]"):
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obj.animation_data.nla_tracks.remove(track)
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nla_tracks = [
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track
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for obj in bpy.data.objects
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if obj.animation_data
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for track in obj.animation_data.nla_tracks
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]
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use_nla_tracks = bool(nla_tracks)
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# For blends without NLA tracks, use the actions referenced by the fighter
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# manifest instead of sampling every source action.
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if not use_nla_tracks and actions_to_keep:
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from io_scene_gltf2 import GLTF2_filter_action
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if not hasattr(bpy.types.Scene, "gltf_action_filter"):
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bpy.types.Scene.gltf_action_filter = bpy.props.CollectionProperty(
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type=GLTF2_filter_action
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)
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scene = bpy.context.scene
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scene.gltf_action_filter.clear()
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for action in bpy.data.actions:
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item = scene.gltf_action_filter.add()
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item.action = action
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item.keep = action.name in actions_to_keep
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bpy.ops.export_scene.gltf(
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filepath=output,
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export_format="GLTF_SEPARATE",
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export_keep_originals=True,
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export_extras=True,
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export_animations=True,
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export_skins=True,
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export_morph=True,
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export_yup=True,
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export_def_bones=True,
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export_action_filter=False,
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export_animation_mode="NLA_TRACKS" if use_nla_tracks else "ACTIONS",
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)
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dependencies = []
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for image in bpy.data.images:
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if image.source not in {"FILE", "TILED"}:
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continue
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path = image.filepath_raw or image.filepath
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if path and not image.packed_file:
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dependencies.append(bpy.path.abspath(path))
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with open(os.path.join(os.path.dirname(output), "export-manifest.json"), "w") as file:
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json.dump({"dependencies": sorted(set(dependencies))}, file)
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if __name__ == "__main__":
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main()
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