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gltf2_blender_ui.py
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# Copyright 2018-2022 The glTF-Blender-IO authors.
#
# Licensed under the Apache License, Version 2.0 (the "License");
# you may not use this file except in compliance with the License.
# You may obtain a copy of the License at
#
# http://www.apache.org/licenses/LICENSE-2.0
#
# Unless required by applicable law or agreed to in writing, software
# distributed under the License is distributed on an "AS IS" BASIS,
# WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
# See the License for the specific language governing permissions and
# limitations under the License.
import bpy
from ..com.gltf2_blender_material_helpers import get_gltf_node_name, create_settings_group
################ glTF Material Output node ###########################################
def create_gltf_ao_group(operator, group_name):
# create a new group
gltf_ao_group = bpy.data.node_groups.new(group_name, "ShaderNodeTree")
return gltf_ao_group
class NODE_OT_GLTF_SETTINGS(bpy.types.Operator):
bl_idname = "node.gltf_settings_node_operator"
bl_label = "glTF Material Output"
bl_description = "Add a node to the active tree for glTF export"
@classmethod
def poll(cls, context):
space = context.space_data
return (
space is not None
and space.type == "NODE_EDITOR"
and context.object and context.object.active_material
and context.object.active_material.use_nodes is True
and bpy.context.preferences.addons['io_scene_gltf2'].preferences.settings_node_ui is True
)
def execute(self, context):
gltf_settings_node_name = get_gltf_node_name()
if gltf_settings_node_name in bpy.data.node_groups:
my_group = bpy.data.node_groups[get_gltf_node_name()]
else:
my_group = create_settings_group(gltf_settings_node_name)
node_tree = context.object.active_material.node_tree
new_node = node_tree.nodes.new("ShaderNodeGroup")
new_node.node_tree = bpy.data.node_groups[my_group.name]
return {"FINISHED"}
def add_gltf_settings_to_menu(self, context) :
if bpy.context.preferences.addons['io_scene_gltf2'].preferences.settings_node_ui is True:
self.layout.operator("node.gltf_settings_node_operator")
################################### KHR_materials_variants ####################
# Global UI panel
class gltf2_KHR_materials_variants_variant(bpy.types.PropertyGroup):
variant_idx : bpy.props.IntProperty()
name : bpy.props.StringProperty(name="Variant Name")
class SCENE_UL_gltf2_variants(bpy.types.UIList):
def draw_item(self, context, layout, data, item, icon, active_data, active_propname, index):
if self.layout_type in {'DEFAULT', 'COMPACT'}:
layout.prop(item, "name", text="", emboss=False)
elif self.layout_type in {'GRID'}:
layout.alignment = 'CENTER'
class SCENE_PT_gltf2_variants(bpy.types.Panel):
bl_label = "glTF Material Variants"
bl_space_type = 'VIEW_3D'
bl_region_type = 'UI'
bl_category = "glTF Variants"
@classmethod
def poll(self, context):
return bpy.context.preferences.addons['io_scene_gltf2'].preferences.KHR_materials_variants_ui is True
def draw(self, context):
layout = self.layout
row = layout.row()
if bpy.data.scenes[0].get('gltf2_KHR_materials_variants_variants') and len(bpy.data.scenes[0].gltf2_KHR_materials_variants_variants) > 0:
row.template_list("SCENE_UL_gltf2_variants", "", bpy.data.scenes[0], "gltf2_KHR_materials_variants_variants", bpy.data.scenes[0], "gltf2_active_variant")
col = row.column()
row = col.column(align=True)
row.operator("scene.gltf2_variant_add", icon="ADD", text="")
row.operator("scene.gltf2_variant_remove", icon="REMOVE", text="")
row = layout.row()
row.operator("scene.gltf2_display_variant", text="Display Variant")
row = layout.row()
row.operator("scene.gltf2_assign_to_variant", text="Assign To Variant")
row = layout.row()
row.operator("scene.gltf2_reset_to_original", text="Reset To Original")
row.operator("scene.gltf2_assign_as_original", text="Assign as Original")
else:
row.operator("scene.gltf2_variant_add", text="Add Material Variant")
class SCENE_OT_gltf2_variant_add(bpy.types.Operator):
"""Add a new Material Variant"""
bl_idname = "scene.gltf2_variant_add"
bl_label = "Add Material Variant"
bl_options = {'REGISTER'}
@classmethod
def poll(self, context):
return True
def execute(self, context):
var = bpy.data.scenes[0].gltf2_KHR_materials_variants_variants.add()
var.variant_idx = len(bpy.data.scenes[0].gltf2_KHR_materials_variants_variants) - 1
var.name = "VariantName"
bpy.data.scenes[0].gltf2_active_variant = len(bpy.data.scenes[0].gltf2_KHR_materials_variants_variants) - 1
return {'FINISHED'}
class SCENE_OT_gltf2_variant_remove(bpy.types.Operator):
"""Add a new Material Variant"""
bl_idname = "scene.gltf2_variant_remove"
bl_label = "Remove Variant"
bl_options = {'REGISTER'}
@classmethod
def poll(self, context):
return len(bpy.data.scenes[0].gltf2_KHR_materials_variants_variants) > 0
def execute(self, context):
bpy.data.scenes[0].gltf2_KHR_materials_variants_variants.remove(bpy.data.scenes[0].gltf2_active_variant)
# loop on all mesh
for obj in [o for o in bpy.data.objects if o.type == "MESH"]:
mesh = obj.data
remove_idx_data = []
for idx, i in enumerate(mesh.gltf2_variant_mesh_data):
remove_idx_variants = []
for idx_var, v in enumerate(i.variants):
if v.variant.variant_idx == bpy.data.scenes[0].gltf2_active_variant:
remove_idx_variants.append(idx_var)
elif v.variant.variant_idx > bpy.data.scenes[0].gltf2_active_variant:
v.variant.variant_idx -= 1
if len(remove_idx_variants) > 0:
for idx_var in remove_idx_variants:
i.variants.remove(idx_var)
if len(i.variants) == 0:
remove_idx_data.append(idx)
if len(remove_idx_data) > 0:
for idx_data in remove_idx_data:
mesh.gltf2_variant_mesh_data.remove(idx_data)
return {'FINISHED'}
# Operator to display a variant
class SCENE_OT_gltf2_display_variant(bpy.types.Operator):
bl_idname = "scene.gltf2_display_variant"
bl_label = "Display Variant"
bl_options = {'REGISTER'}
@classmethod
def poll(self, context):
return len(bpy.data.scenes[0].gltf2_KHR_materials_variants_variants) > 0
def execute(self, context):
gltf2_active_variant = bpy.data.scenes[0].gltf2_active_variant
# loop on all mesh
for obj in [o for o in bpy.data.objects if o.type == "MESH"]:
mesh = obj.data
for i in mesh.gltf2_variant_mesh_data:
if i.variants and gltf2_active_variant in [v.variant.variant_idx for v in i.variants]:
mat = i.material
slot = i.material_slot_index
if slot < len(obj.material_slots): # Seems user remove some slots...
obj.material_slots[slot].material = mat
return {'FINISHED'}
# Operator to assign current mesh materials to a variant
class SCENE_OT_gltf2_assign_to_variant(bpy.types.Operator):
bl_idname = "scene.gltf2_assign_to_variant"
bl_label = "Assign To Variant"
bl_options = {'REGISTER'}
@classmethod
def poll(self, context):
return len(bpy.data.scenes[0].gltf2_KHR_materials_variants_variants) > 0 \
and bpy.context.object and bpy.context.object.type == "MESH"
def execute(self, context):
gltf2_active_variant = bpy.data.scenes[0].gltf2_active_variant
obj = bpy.context.object
# loop on material slots ( primitives )
for mat_slot_idx, s in enumerate(obj.material_slots):
# Check if there is already data for this slot
found = False
for i in obj.data.gltf2_variant_mesh_data:
if i.material_slot_index == mat_slot_idx and i.material == s.material:
found = True
variant_primitive = i
if found is False:
variant_primitive = obj.data.gltf2_variant_mesh_data.add()
variant_primitive.material_slot_index = mat_slot_idx
variant_primitive.material = s.material
vari = variant_primitive.variants.add()
vari.variant.variant_idx = bpy.data.scenes[0].gltf2_active_variant
return {'FINISHED'}
# Operator to reset mesh to original (using default material when exists)
class SCENE_OT_gltf2_reset_to_original(bpy.types.Operator):
bl_idname = "scene.gltf2_reset_to_original"
bl_label = "Reset to Original"
bl_options = {'REGISTER'}
@classmethod
def poll(self, context):
return bpy.context.object and bpy.context.object.type == "MESH" and len(context.object.data.gltf2_variant_default_materials) > 0
def execute(self, context):
obj = bpy.context.object
# loop on material slots ( primitives )
for mat_slot_idx, s in enumerate(obj.material_slots):
# Check if there is a default material for this slot
found = False
for i in obj.data.gltf2_variant_default_materials:
if i.material_slot_index == mat_slot_idx:
s.material = i.default_material
break
return {'FINISHED'}
# Operator to assign current materials as default materials
class SCENE_OT_gltf2_assign_as_original(bpy.types.Operator):
bl_idname = "scene.gltf2_assign_as_original"
bl_label = "Assign as Original"
bl_options = {'REGISTER'}
@classmethod
def poll(self, context):
return bpy.context.object and bpy.context.object.type == "MESH"
def execute(self, context):
obj = bpy.context.object
# loop on material slots ( primitives )
for mat_slot_idx, s in enumerate(obj.material_slots):
# Check if there is a default material for this slot
found = False
for i in obj.data.gltf2_variant_default_materials:
if i.material_slot_index == mat_slot_idx:
found = True
# Update if needed
i.default_material = s.material
break
if found is False:
default_mat = obj.data.gltf2_variant_default_materials.add()
default_mat.material_slot_index = mat_slot_idx
default_mat.default_material = s.material
return {'FINISHED'}
# Mesh Panel
class gltf2_KHR_materials_variant_pointer(bpy.types.PropertyGroup):
variant: bpy.props.PointerProperty(type=gltf2_KHR_materials_variants_variant)
class gltf2_KHR_materials_variants_default_material(bpy.types.PropertyGroup):
material_slot_index: bpy.props.IntProperty(name="Material Slot Index")
default_material: bpy.props.PointerProperty(type=bpy.types.Material)
class gltf2_KHR_materials_variants_primitive(bpy.types.PropertyGroup):
material_slot_index : bpy.props.IntProperty(name="Material Slot Index")
material: bpy.props.PointerProperty(type=bpy.types.Material)
variants: bpy.props.CollectionProperty(type=gltf2_KHR_materials_variant_pointer)
active_variant_idx: bpy.props.IntProperty()
class MESH_UL_gltf2_mesh_variants(bpy.types.UIList):
def draw_item(self, context, layout, data, item, icon, active_data, active_propname, index):
vari = item.variant
layout.context_pointer_set("id", vari)
if self.layout_type in {'DEFAULT', 'COMPACT'}:
layout.prop(bpy.data.scenes[0].gltf2_KHR_materials_variants_variants[vari.variant_idx], "name", text="", emboss=False)
elif self.layout_type in {'GRID'}:
layout.alignment = 'CENTER'
class MESH_PT_gltf2_mesh_variants(bpy.types.Panel):
bl_label = "glTF Material Variants"
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
bl_context = "material"
@classmethod
def poll(self, context):
return bpy.context.preferences.addons['io_scene_gltf2'].preferences.KHR_materials_variants_ui is True \
and len(bpy.context.object.material_slots) > 0
def draw(self, context):
layout = self.layout
active_material_slots = bpy.context.object.active_material_index
found = False
if 'gltf2_variant_mesh_data' in bpy.context.object.data.keys():
for idx, prim in enumerate(bpy.context.object.data.gltf2_variant_mesh_data):
if prim.material_slot_index == active_material_slots and id(prim.material) == id(bpy.context.object.material_slots[active_material_slots].material):
found = True
break
row = layout.row()
if found is True:
row.template_list("MESH_UL_gltf2_mesh_variants", "", prim, "variants", prim, "active_variant_idx")
col = row.column()
row = col.column(align=True)
row.operator("scene.gltf2_variants_slot_add", icon="ADD", text="")
row.operator("scene.gltf2_remove_material_variant", icon="REMOVE", text="")
row = layout.row()
if 'gltf2_KHR_materials_variants_variants' in bpy.data.scenes[0].keys() and len(bpy.data.scenes[0].gltf2_KHR_materials_variants_variants) > 0:
row.prop_search(context.object.data, "gltf2_variant_pointer", bpy.data.scenes[0], "gltf2_KHR_materials_variants_variants", text="Variant")
row = layout.row()
row.operator("scene.gltf2_material_to_variant", text="Assign To Variant")
else:
row.label(text="Please Create a Variant First")
else:
if 'gltf2_KHR_materials_variants_variants' in bpy.data.scenes[0].keys() and len(bpy.data.scenes[0].gltf2_KHR_materials_variants_variants) > 0:
row.operator("scene.gltf2_variants_slot_add", text="Add a new Variant Slot")
else:
row.label(text="Please Create a Variant First")
class SCENE_OT_gltf2_variant_slot_add(bpy.types.Operator):
"""Add a new Slot"""
bl_idname = "scene.gltf2_variants_slot_add"
bl_label = "Add new Slot"
bl_options = {'REGISTER'}
@classmethod
def poll(self, context):
return len(bpy.context.object.material_slots) > 0
def execute(self, context):
mesh = context.object.data
# Check if there is already a data for this slot_idx + material
found = False
for i in mesh.gltf2_variant_mesh_data:
if i.material_slot_index == context.object.active_material_index and i.material == context.object.material_slots[context.object.active_material_index].material:
found = True
variant_primitive = i
if found is False:
variant_primitive = mesh.gltf2_variant_mesh_data.add()
variant_primitive.material_slot_index = context.object.active_material_index
variant_primitive.material = context.object.material_slots[context.object.active_material_index].material
vari = variant_primitive.variants.add()
vari.variant.variant_idx = bpy.data.scenes[0].gltf2_active_variant
return {'FINISHED'}
class SCENE_OT_gltf2_material_to_variant(bpy.types.Operator):
"""Assign Variant to Slot"""
bl_idname = "scene.gltf2_material_to_variant"
bl_label = "Assign Material To Variant"
bl_options = {'REGISTER'}
@classmethod
def poll(self, context):
return len(bpy.context.object.material_slots) > 0 and context.object.data.gltf2_variant_pointer != ""
def execute(self, context):
mesh = context.object.data
found = False
for i in mesh.gltf2_variant_mesh_data:
if i.material_slot_index == context.object.active_material_index and i.material == context.object.material_slots[context.object.active_material_index].material:
found = True
variant_primitive = i
if found is False:
return {'CANCELLED'}
vari = variant_primitive.variants[variant_primitive.active_variant_idx]
# Retrieve variant idx
found = False
for v in bpy.data.scenes[0].gltf2_KHR_materials_variants_variants:
if v.name == context.object.data.gltf2_variant_pointer:
found = True
break
if found is False:
return {'CANCELLED'}
vari.variant.variant_idx = v.variant_idx
return {'FINISHED'}
class SCENE_OT_gltf2_remove_material_variant(bpy.types.Operator):
"""Remove a variant Slot"""
bl_idname = "scene.gltf2_remove_material_variant"
bl_label = "Remove a variant Slot"
bl_options = {'REGISTER'}
@classmethod
def poll(self, context):
return len(bpy.context.object.material_slots) > 0 and len(bpy.context.object.data.gltf2_variant_mesh_data) > 0
def execute(self, context):
mesh = context.object.data
found = False
found_idx = -1
for idx, i in enumerate(mesh.gltf2_variant_mesh_data):
if i.material_slot_index == context.object.active_material_index and i.material == context.object.material_slots[context.object.active_material_index].material:
found = True
variant_primitive = i
found_idx = idx
if found is False:
return {'CANCELLED'}
variant_primitive.variants.remove(variant_primitive.active_variant_idx)
if len(variant_primitive.variants) == 0:
mesh.gltf2_variant_mesh_data.remove(found_idx)
return {'FINISHED'}
################ glTF Animation ###########################################
class gltf2_animation_NLATrackNames(bpy.types.PropertyGroup):
name : bpy.props.StringProperty(name="NLA Track Name")
class SCENE_UL_gltf2_animation_track(bpy.types.UIList):
def draw_item(self, context, layout, data, item, icon, active_data, active_propname, index):
if self.layout_type in {'DEFAULT', 'COMPACT'}:
row = layout.row()
icon = 'SOLO_ON' if index == bpy.data.scenes[0].gltf2_animation_applied else 'SOLO_OFF'
row.prop(item, "name", text="", emboss=False)
op = row.operator("scene.gltf2_animation_apply", text='', icon=icon)
op.index = index
elif self.layout_type in {'GRID'}:
layout.alignment = 'CENTER'
class SCENE_OT_gltf2_animation_apply(bpy.types.Operator):
"""Apply glTF animations"""
bl_idname = "scene.gltf2_animation_apply"
bl_label = "Apply glTF animation"
bl_options = {'REGISTER'}
index: bpy.props.IntProperty()
@classmethod
def poll(self, context):
return True
def execute(self, context):
track_name = bpy.data.scenes[0].gltf2_animation_tracks[self.index].name
# remove all actions from objects
for obj in bpy.context.scene.objects:
if obj.animation_data:
obj.animation_data.action = None
obj.matrix_world = obj.gltf2_animation_rest
for track in [track for track in obj.animation_data.nla_tracks \
if track.name == track_name and len(track.strips) > 0 and track.strips[0].action is not None]:
obj.animation_data.action = track.strips[0].action
if obj.type == "MESH" and obj.data and obj.data.shape_keys and obj.data.shape_keys.animation_data:
obj.data.shape_keys.animation_data.action = None
for idx, data in enumerate(obj.gltf2_animation_weight_rest):
obj.data.shape_keys.key_blocks[idx+1].value = data.val
for track in [track for track in obj.data.shape_keys.animation_data.nla_tracks \
if track.name == track_name and len(track.strips) > 0 and track.strips[0].action is not None]:
obj.data.shape_keys.animation_data.action = track.strips[0].action
bpy.data.scenes[0].gltf2_animation_applied = self.index
return {'FINISHED'}
class SCENE_PT_gltf2_animation(bpy.types.Panel):
bl_label = "glTF Animations"
bl_space_type = 'DOPESHEET_EDITOR'
bl_region_type = 'UI'
bl_category = "glTF"
@classmethod
def poll(self, context):
return bpy.context.preferences.addons['io_scene_gltf2'].preferences.animation_ui is True
def draw(self, context):
layout = self.layout
row = layout.row()
if len(bpy.data.scenes[0].gltf2_animation_tracks) > 0:
row.template_list("SCENE_UL_gltf2_animation_track", "", bpy.data.scenes[0], "gltf2_animation_tracks", bpy.data.scenes[0], "gltf2_animation_active")
else:
row.label(text="No glTF Animation")
class GLTF2_weight(bpy.types.PropertyGroup):
val : bpy.props.FloatProperty(name="weight")
###############################################################################
def register():
bpy.utils.register_class(NODE_OT_GLTF_SETTINGS)
bpy.types.NODE_MT_category_SH_NEW_OUTPUT.append(add_gltf_settings_to_menu)
def variant_register():
bpy.utils.register_class(SCENE_OT_gltf2_display_variant)
bpy.utils.register_class(SCENE_OT_gltf2_assign_to_variant)
bpy.utils.register_class(SCENE_OT_gltf2_reset_to_original)
bpy.utils.register_class(SCENE_OT_gltf2_assign_as_original)
bpy.utils.register_class(SCENE_OT_gltf2_remove_material_variant)
bpy.utils.register_class(gltf2_KHR_materials_variants_variant)
bpy.utils.register_class(gltf2_KHR_materials_variant_pointer)
bpy.utils.register_class(gltf2_KHR_materials_variants_primitive)
bpy.utils.register_class(gltf2_KHR_materials_variants_default_material)
bpy.utils.register_class(SCENE_UL_gltf2_variants)
bpy.utils.register_class(SCENE_PT_gltf2_variants)
bpy.utils.register_class(MESH_UL_gltf2_mesh_variants)
bpy.utils.register_class(MESH_PT_gltf2_mesh_variants)
bpy.utils.register_class(SCENE_OT_gltf2_variant_add)
bpy.utils.register_class(SCENE_OT_gltf2_variant_remove)
bpy.utils.register_class(SCENE_OT_gltf2_material_to_variant)
bpy.utils.register_class(SCENE_OT_gltf2_variant_slot_add)
bpy.types.Mesh.gltf2_variant_mesh_data = bpy.props.CollectionProperty(type=gltf2_KHR_materials_variants_primitive)
bpy.types.Mesh.gltf2_variant_default_materials = bpy.props.CollectionProperty(type=gltf2_KHR_materials_variants_default_material)
bpy.types.Mesh.gltf2_variant_pointer = bpy.props.StringProperty()
bpy.types.Scene.gltf2_KHR_materials_variants_variants = bpy.props.CollectionProperty(type=gltf2_KHR_materials_variants_variant)
bpy.types.Scene.gltf2_active_variant = bpy.props.IntProperty()
def unregister():
bpy.utils.unregister_class(NODE_OT_GLTF_SETTINGS)
def variant_unregister():
bpy.utils.unregister_class(SCENE_OT_gltf2_variant_add)
bpy.utils.unregister_class(SCENE_OT_gltf2_variant_remove)
bpy.utils.unregister_class(SCENE_OT_gltf2_material_to_variant)
bpy.utils.unregister_class(SCENE_OT_gltf2_variant_slot_add)
bpy.utils.unregister_class(SCENE_OT_gltf2_display_variant)
bpy.utils.unregister_class(SCENE_OT_gltf2_assign_to_variant)
bpy.utils.unregister_class(SCENE_OT_gltf2_reset_to_original)
bpy.utils.unregister_class(SCENE_OT_gltf2_assign_as_original)
bpy.utils.unregister_class(SCENE_OT_gltf2_remove_material_variant)
bpy.utils.unregister_class(SCENE_PT_gltf2_variants)
bpy.utils.unregister_class(SCENE_UL_gltf2_variants)
bpy.utils.unregister_class(MESH_PT_gltf2_mesh_variants)
bpy.utils.unregister_class(MESH_UL_gltf2_mesh_variants)
bpy.utils.unregister_class(gltf2_KHR_materials_variants_default_material)
bpy.utils.unregister_class(gltf2_KHR_materials_variants_primitive)
bpy.utils.unregister_class(gltf2_KHR_materials_variants_variant)
bpy.utils.unregister_class(gltf2_KHR_materials_variant_pointer)
def anim_ui_register():
bpy.utils.register_class(GLTF2_weight)
bpy.utils.register_class(SCENE_OT_gltf2_animation_apply)
bpy.utils.register_class(gltf2_animation_NLATrackNames)
bpy.utils.register_class(SCENE_UL_gltf2_animation_track)
bpy.types.Scene.gltf2_animation_tracks = bpy.props.CollectionProperty(type=gltf2_animation_NLATrackNames)
bpy.types.Scene.gltf2_animation_active = bpy.props.IntProperty()
bpy.types.Scene.gltf2_animation_applied = bpy.props.IntProperty()
bpy.types.Object.gltf2_animation_rest = bpy.props.FloatVectorProperty(name="Rest", size=[4, 4], subtype="MATRIX")
bpy.types.Object.gltf2_animation_weight_rest = bpy.props.CollectionProperty(type=GLTF2_weight)
bpy.utils.register_class(SCENE_PT_gltf2_animation)
def anim_ui_unregister():
bpy.utils.unregister_class(SCENE_PT_gltf2_animation)
del bpy.types.Scene.gltf2_animation_active
del bpy.types.Scene.gltf2_animation_tracks
del bpy.types.Scene.gltf2_animation_applied
del bpy.types.Object.gltf2_animation_rest
del bpy.types.Object.gltf2_animation_weight_rest
bpy.utils.unregister_class(SCENE_UL_gltf2_animation_track)
bpy.utils.unregister_class(gltf2_animation_NLATrackNames)
bpy.utils.unregister_class(SCENE_OT_gltf2_animation_apply)
bpy.utils.unregister_class(GLTF2_weight)