Support Import As Skeleton Bones on glTF and AnimationLibrary import

This commit is contained in:
Lyuma 2024-05-21 03:19:35 -07:00
parent bd2300d77a
commit ef486db569
2 changed files with 4 additions and 1 deletions

View File

@ -279,7 +279,7 @@ bool ResourceImporterScene::get_option_visibility(const String &p_path, const St
}
}
if (animation_importer && (p_option.begins_with("nodes/") || p_option.begins_with("meshes/") || p_option.begins_with("skins/"))) {
if (animation_importer && (p_option == "nodes/root_type" || p_option == "nodes/root_name" || p_option.begins_with("meshes/") || p_option.begins_with("skins/"))) {
return false; // Nothing to do here for animations.
}

View File

@ -59,6 +59,9 @@ Node *EditorSceneFormatImporterGLTF::import_scene(const String &p_path, uint32_t
int32_t enum_option = p_options["gltf/embedded_image_handling"];
state->set_handle_binary_image(enum_option);
}
if (p_options.has(SNAME("nodes/import_as_skeleton_bones")) ? (bool)p_options[SNAME("nodes/import_as_skeleton_bones")] : false) {
state->set_import_as_skeleton_bones(true);
}
Error err = gltf->append_from_file(p_path, state, p_flags);
if (err != OK) {
if (r_err) {