- Apr 17, 2014
-
-
Bastien Montagne authored
This kind of target app compatibility feature is not well suited to an export addon, would better be in a dedicated pre-export tool.
-
- Apr 16, 2014
-
-
Campbell Barton authored
-
- Apr 14, 2014
-
-
Bastien Montagne authored
Was broken since apply modifiers and other geom types support was added.
-
Bastien Montagne authored
-
Bastien Montagne authored
If new option "Simplify Skinning" is set (by default), only four most significant weights are kept. Else, only a warning is issued. Also added more OrederedDict's!
-
- Apr 11, 2014
-
-
Bastien Montagne authored
-
- Apr 10, 2014
-
-
Bastien Montagne authored
* When exporting actions from NLA, do not export global 'scene' action (unless there is no actions in NLA!). * Export actions from NLA as all starting from 0. * Fix take time to be one frame longer than the longest animstack exported.
-
Bastien Montagne authored
Should fix Unity timeline weirdness (as long as you use standard framerates like 25fps, 30fps, 29.97fps, etc.).
-
Bastien Montagne authored
FBX: Add support to export other geometries (curves, metaballs, etc.) as meshes, and implement the 'apply modifiers' option.
-
- Apr 09, 2014
-
-
Bastien Montagne authored
(in addition to global anim from scene).
-
- Apr 08, 2014
-
-
Bastien Montagne authored
-
Bastien Montagne authored
Even if they do not affect the same properties, multi-layers interactions are rather complex.
-
Bastien Montagne authored
-
- Apr 07, 2014
-
-
Bastien Montagne authored
Note: tested on unity & houdini with some basic mesh/rig, needs some more serious testing with real animated characters!
-
Bastien Montagne authored
-
Campbell Barton authored
-
Campbell Barton authored
more of a workaround, at least stops crash.
-
Campbell Barton authored
-
- Apr 06, 2014
-
-
Bart Crouch authored
- UV information is now preserved when adding new faces (interpolating UV coordinates). This can be switched off in the user preferences. - Quad strips can now be finished with a single triangle.
-
- Apr 04, 2014
-
-
Bastien Montagne authored
Now I'm sure of it - most app apart from latest AD ones do not yet support new normals format (102, 4D vectors + weights), so revert to older 101 one (3D vectors). Checked on both houdini and unity.
-
Greg Zaal authored
Since there is now a node for this :)
-
- Apr 02, 2014
-
-
Bastien Montagne authored
Bad news is: we have to hack at binary level! Yes, some kind of elements do have some specific need binary-wise. I won't say what I think of this.
-
Bastien Montagne authored
-
Bastien Montagne authored
-
- Apr 01, 2014
-
-
Bastien Montagne authored
E.g. camera, lamp and empty (Null) data all use the same "NodeAttribute" element type, while having different "sub-types" (FbxNull, FbxCamera, etc.) with different properties. It would have been perfectly possible to have multiple property templates, but from "reading" official FBX files, it’s obvious this is not supported, so in this case we have to pick one to write a real template, and for the other subtypes, we have to explicitely write the whole templates' content in each and every element... At this point, you might wonder why introducing templates, if you have to handle such hairy cases? Well, I’m wondering too...
-
Bastien Montagne authored
FBX: Fix stupid bug with mats/textures (from recent usage of OrderedDict), reported by a user on blog, thanks!
-
Bastien Montagne authored
-
Bastien Montagne authored
FBX: more minor tweaks (main here is making uids shorters, easier to read in JSONed version of files).
-
Campbell Barton authored
patch T36787 by Andrew Peel with own modifications.
-
- Mar 31, 2014
-
-
Bartek Skorupa authored
It is now possible to merge nodes using Z-Combine nodes. Keyboard shortcut: Ctrl - NUMPAD (dot).
-
- Mar 29, 2014
-
-
Bastien Montagne authored
FBX: Use more OrderedDict (to keep things cleaner in FBX file), and try to make output even more compatible with genuine FBX files (anim aspect), still no luck. :(
-
Bastien Montagne authored
-
Bastien Montagne authored
-
- Mar 28, 2014
-
-
Bastien Montagne authored
Patch by Zer0 (vince), many thanks! :)
-
Bastien Montagne authored
Another Great Breackthrough in FBX Ugliness: properties seem to have complete different signature when they are animatable or not! E.g.: for double properties, non-animatable will be ("double", "Number", ""), while animatable ones will be ("Number", "", "A"). Yep, looks like a good old flag is not enough... Btw, this still does not fix animation issue (since Lcl Translation & co are not affected by this, they seem to always be animatable...).
-
Bastien Montagne authored
-
- Mar 27, 2014
-
-
Bastien Montagne authored
-
Bastien Montagne authored
Note this code is highly theorical, I could not get to test it really (other apps I have access to also fail at importing FBX anim generated from collada by FBXConverter :( ). For now, only basic (loc/rot/scale) of objects is implemented. Will wait for other testers' feedback before going any further.
-
- Mar 25, 2014
-
-
Bastien Montagne authored
FBX: since we have more and more options differing between new 7.4 and legacy 6.1, add a draw() func (temp, to be removed once we get rid of 6.1).
-
- Mar 24, 2014
-
-
Bastien Montagne authored
Finally understood a bit better Property format (name, type, kind_of_label?, flags, data, ...). So needed to handle flags properly (currently, only aware of 'A'nimatable and 'U'ser-defined (aka custom), no idea yet what means the '+' one found in some places). Also changed templates definitions to use OrderedDict's, gives better output.
-