- Aug 09, 2013
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Campbell Barton authored
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- Aug 08, 2013
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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.
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- Jul 15, 2013
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- Jan 14, 2013
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Campbell Barton authored
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- Nov 14, 2012
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Campbell Barton authored
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- Sep 11, 2012
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Campbell Barton authored
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- Jul 03, 2012
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Bastien Montagne authored
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- May 24, 2012
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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.
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- May 07, 2012
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Campbell Barton authored
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- Apr 09, 2012
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Campbell Barton authored
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- Mar 23, 2012
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Campbell Barton authored
update addons enabled by default to use 'faces -> tessfaces' also grease pencil scatter and quake map export.
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- Mar 13, 2012
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Campbell Barton authored
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- Mar 12, 2012
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Brecht Van Lommel authored
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- Mar 08, 2012
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Campbell Barton authored
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- Jan 04, 2012
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Campbell Barton authored
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- Dec 24, 2011
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Campbell Barton authored
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- Nov 25, 2011
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Campbell Barton authored
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- Nov 19, 2011
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Campbell Barton authored
indentation edits and copy pyrimid from contrib (where I had made some edits), removed so this wont happen again.
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- Nov 14, 2011
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Campbell Barton authored
from Filiciss Muhgue (filiciss)
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- Nov 11, 2011
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Campbell Barton authored
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- Nov 06, 2011
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Campbell Barton authored
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- Oct 17, 2011
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Campbell Barton authored
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- Oct 13, 2011
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Campbell Barton authored
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- Oct 11, 2011
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Campbell Barton authored
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- Oct 06, 2011
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Campbell Barton authored
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- Oct 05, 2011
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Campbell Barton authored
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Campbell Barton authored
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- Sep 26, 2011
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Campbell Barton authored
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- Sep 23, 2011
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Bastien Montagne authored
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- Sep 19, 2011
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Bastien Montagne authored
Plus a few styling enhancements. [[Split portion of a mixed commit.]]
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- Sep 11, 2011
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Campbell Barton authored
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- Sep 08, 2011
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Campbell Barton authored
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- Aug 08, 2011
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Campbell Barton authored
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- Aug 04, 2011
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Campbell Barton authored
- added default options for unity3d, can add other defaults too
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- Aug 03, 2011
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Campbell Barton authored
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Campbell Barton authored
gives a few % speedup
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- Aug 02, 2011
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Campbell Barton authored
from John Brown (jcbdigger) patch file: fbx_xna_unified-2011-08-02a_jcbdigger.patch Option not to export Default Take
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- Aug 01, 2011
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Campbell Barton authored
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Campbell Barton authored
from John Brown (jcbdigger) The patch has been modified, some of the changes I rather see applied as separate patches. This commit adds/changes: - Option to export XNA compatible armature rotations. - Option not to export mesh edges. - Always export armatures as 'Limb' type. - dont write default cameras or camera switch when cameras are disabled. - fix for (harmless) error where armature connections were written out twice.
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- Jul 25, 2011
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Campbell Barton authored
previous order deprecated.
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