- Jun 19, 2014
- Jun 18, 2014
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mifth authored
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Bartek Skorupa authored
Added "UV Map" in Shaders and "Corner Pin" in compositing
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- Jun 17, 2014
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Bastien Montagne authored
Based on patch/idea by jrestemeier (Jens Restemeier), many thanks! Differential Revision: https://developer.blender.org/D601
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Bastien Montagne authored
Based on patch/idea by jrestemeier (Jens Restemeier), many thanks! Differential Revision: https://developer.blender.org/D600
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- Jun 15, 2014
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Bastien Montagne authored
Fix T40629: Dynamic Space Bar adds Lattice instead of empty after adding at least one lattice object. Menu act correctly though. Patch by meta-androcto (Brendon Murphy), thanks!
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- Jun 09, 2014
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Bastien Montagne authored
Idea from karanikk (Kostas Karanikolas).
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- Jun 07, 2014
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Campbell Barton authored
also rename 'Bake Space Transform' -> 'Apply Transform'
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- Jun 06, 2014
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Bastien Montagne authored
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- May 29, 2014
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Bastien Montagne authored
Patch by ldo (Lawrence D'Oliveiro), with very minor changes by myself.
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- May 26, 2014
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Brendon Murphy authored
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- May 23, 2014
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Bastien Montagne authored
not in sync with actual loc/rot/scale values (and hence export wrong 'rest' transform of some objects).
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Bastien Montagne authored
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Bastien Montagne authored
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Bastien Montagne authored
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Campbell Barton authored
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- May 22, 2014
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Bastien Montagne authored
Note this needs testing still, not quite sure the result is correct yet (though it looks correct), as usual with FBX (FBX Converter at least does not seems to read embedded textures). :/ Will disable this option before release, if I can't make it work till then.
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- May 21, 2014
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Campbell Barton authored
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- May 20, 2014
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Bastien Montagne authored
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Daniel Salazar authored
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- May 17, 2014
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Campbell Barton authored
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- May 16, 2014
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Bastien Montagne authored
Fix T40216: Binary FBX exporter doesn't export proper materials to Unity when there's a modifier added.
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- May 13, 2014
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Sergey Sharybin authored
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Bastien Montagne authored
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- May 11, 2014
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Bastien Montagne authored
This is not a bug, in fact, but imho we do not need to compare exactness of values up to the 6th decimal, 4th decimal should be enough, and will avoid such cases of "over generation" of data...
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Bastien Montagne authored
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Bastien Montagne authored
Export: generate a valid scale value from Blender scene's Scale setting (if valid, else 1.0), assuming 1BU = 1m and 1FBX unit = 1cm. Import: * Use by default axes and scale data in FBX file instead of manually specified ones (using same conventions as in exporter). * Also import FPS data from FBX file (crucial for future animations import!). And a few fixes for issues found in those areas as well...
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Bastien Montagne authored
Rename export_fbx_bin_utils to fbx_utils, since some of its content will be used by importer as well.
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- May 09, 2014
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Bastien Montagne authored
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CoDEmanX authored
As suggested by meta-androcto: http://blenderartists.org/forum/showthread.php?336209-ANT-Landscape-generates-terrain-with-incorrect-normals
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Bastien Montagne authored
Separate all utils and constants definitions into a new export_fbx_bin_utils.py file, helps (a bit :/) to navigate in insanely big export_fbx_bin.py itself!
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Bastien Montagne authored
FBX export: Huge refactor of 'Model' part of the code, and fix exporting instances when org objects are not selected. 'Model' data (which can be Blender Object, DupliObject or Bone/PoseBone) are now wrapped in an ObjectWrapper class that present the same API in all cases. Hopefully this will make that part of the code easier to follow (and maintain/troublefix). Also made var names a bit more consistent. Note all this makes export slightly slower in worst cases (many actions to check against objects), about 15% it seems. But tha 'export all actions' code need some more attention, maybe it's possible to enhance its performances?
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Campbell Barton authored
The format is old and each engine seems to have different versions of the spec, which makes it hard to support well.
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- May 08, 2014
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Bastien Montagne authored
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Bastien Montagne authored
FBX export: force to write animcurves even when we could avoid it (only one value [feyframe] in it), when exporting actions. Note this is not ideal either, since some non-animated parts might be keyed now... No ideal solution, but in case of actions, probably this is better than not exporting 'static' actions.
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Bastien Montagne authored
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Bastien Montagne authored
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Bastien Montagne authored
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- May 07, 2014
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Bastien Montagne authored
Note only particles/dupliobjects existing in the current frame will be taken into account. Dev note: the 'object' part of the code becomes really ugly, it will need a serious refactor (probably using some kind of wrapper around Object/Bone/PoseBone/DupliObject), nobody (not even me) will be able to follow this code soon.
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