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  1. Oct 15, 2013
  2. Oct 14, 2013
  3. Oct 10, 2013
  4. Oct 07, 2013
  5. Oct 03, 2013
  6. Oct 01, 2013
  7. Sep 20, 2013
    • Bastien Montagne's avatar
      Enhanced FBX export. · 2e8c3860
      Bastien Montagne authored
      * Export polygons instead of tessellated tris/quads.
      * Export split vertex normals.
      * Better performances (about 20% gain at least with big files), and use much less bytes when exporting UVs/VCol!
      2e8c3860
  8. Sep 16, 2013
  9. Sep 05, 2013
    • Campbell Barton's avatar
      patch [#36495] Improved FBX exporter · 842a8e40
      Campbell Barton authored
      from Norbert Nopper (mcnopper), with some of my own edits.
      
      - Improved light export
      - Improved camera export
      - Improved material export
      - Improved mesh export. faces can now be either flat or smooth.
      842a8e40
  10. Aug 21, 2013
  11. Aug 09, 2013
  12. Aug 08, 2013
    • Campbell Barton's avatar
      initial FBX importer, work in progress but can load... · 4bd0f693
      Campbell Barton authored
      - binary fbx files only
      - version 7.1 or newer
      - meshes, uvs, materials, textures
      - support for blender-internal and cycles materials (depends on engine selected)
      
      note - yes, this cant load fbx files exported by blender, for that to work we would need to update the exporter.
      4bd0f693
  13. Jul 15, 2013
  14. Jan 14, 2013
  15. Nov 14, 2012
  16. Sep 11, 2012
  17. Jul 03, 2012
  18. May 24, 2012
    • Campbell Barton's avatar
      patch from Doug Perkowski · f9e21740
      Campbell Barton authored
      from Doug:
      
      Most applications aren't very strict with the bind pose because they support different bind poses for different meshes.  Ogre requires a single bind pose for all meshes, which makes things a lot more difficult. 
      
      The changes are where the BindPose is defined (which is pretty much ignored by most applications, but you seemed to have added it for XNA), and the skin deformer.  In both cases, global transforms for bones were not correctly being exported.  I set global transforms for the bones equal to (my_bone.fbxArm.matrixWorld * my_bone.restMatrix) * mtx4_z90.  That  appears to do the trick for me, though I can't say I fully understand how the terms are derived.
      
      I've tested kngcalvn_fbx_test_new.fbx and our sample file in Maya & our FBX importer, and both work with the changes.
      f9e21740
  19. May 07, 2012
  20. Apr 09, 2012
  21. Mar 23, 2012
  22. Mar 13, 2012
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