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Fix bug when loading glbs with multiple meshes. #311

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merged 1 commit into from
Mar 12, 2024

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henzler
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@henzler henzler commented Mar 8, 2024

Fix bug when loading glbs with multiple meshes.

The previous code was joining all meshes but was not deleting the non-mesh objects after.

The previous code was deleting all objects that were not of type "MESH" and then join all 'MESH' types. Doing it that way seemed to cause objects to 'split up' as they seem to have different transforms and their different parts are distributed all over the scene.

The new code selects all objects of type "MESH" without removal of any objects. This seems to fix the issue.

PiperOrigin-RevId: 611289628
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Codecov Report

Attention: Patch coverage is 0% with 6 lines in your changes are missing coverage. Please review.

Project coverage is 65.9%. Comparing base (e140e24) to head (91893d1).
Report is 3 commits behind head on main.

Files Patch % Lines
kubric/renderer/blender.py 0.0% 6 Missing ⚠️
Additional details and impacted files
@@           Coverage Diff           @@
##            main    #311     +/-   ##
=======================================
- Coverage   66.0%   65.9%   -0.2%     
=======================================
  Files         43      43             
  Lines       3572    3578      +6     
=======================================
  Hits        2360    2360             
- Misses      1212    1218      +6     

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@Qwlouse Qwlouse merged commit 8fe9429 into main Mar 12, 2024
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3 participants