add shapes test page, particle effects

This commit is contained in:
Brian Beck 2026-03-02 22:57:58 -08:00
parent d9be5c1eba
commit d1acb6a5ce
269 changed files with 5777 additions and 2132 deletions

View file

@ -74,13 +74,18 @@ for i, in_path in enumerate(input_files, start=1):
# Reset scene for each file
bpy.ops.wm.read_factory_settings(use_empty=True)
# Match the fps the addon uses for keyframe placement so the glTF exporter
# converts frame numbers to the correct times (factory default is 24fps).
bpy.context.scene.render.fps = 30
bpy.context.scene.render.fps_base = 1.0
# Re-enable add-on after reset
addon_utils.enable(args.addon, default_set=True, handle_error=None)
# Import
print(f"[dts2gltf] [{i}/{total}] Converting: {in_path}")
try:
res = op_call(filepath=in_path, merge_verts=True, import_sequences=True)
res = op_call(filepath=in_path, merge_verts=True, import_sequences=True, dsq_name_from_filename=True)
if "FINISHED" not in res:
raise RuntimeError(f"Import failed via {op_id}")
except Exception:
@ -108,6 +113,11 @@ for i, in_path in enumerate(input_files, start=1):
# Blender and T2 are Z-up, but these assets are destined for Three.js which
# is Y-up. It's easiest to match the Y-up of our destination engine.
export_yup=True,
# Don't force-sample all bones; only export F-curves that exist.
# This prevents placeholder animations (IFL/visibility-only sequences)
# from getting rest-pose channels for every bone, which would override
# other playing animations.
export_force_sampling=False,
# Draco compression
export_draco_mesh_compression_enable=True,
export_draco_mesh_compression_level=6,