- Mar 24, 2014
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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.
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- Mar 23, 2014
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Bastien Montagne authored
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- Mar 22, 2014
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Bastien Montagne authored
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- Mar 21, 2014
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Bastien Montagne authored
Since global matrix might have some scale too, we have to normalize the matrix used for normals... Many thanks to Jens Restemeier for pointing this issue.
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Bastien Montagne authored
This addresses the following issue: by default, when you export in a non-Blender orientation (matching your target import app), your imported root objects have additional rotation, since correction matrix is applied to object transform. This patch addresses this by actually baking the correction matrix at data level, when possible (currently only works for meshes). Note this makes spaces/matrices handling rather complex, so this is considered an experimental option currently, might break in some cases. Work based on patch T39251 by Jens Restemeier, thanks.
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- Mar 18, 2014
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Bastien Montagne authored
Many thanks to Daniel Martinez-Normand for reporting the issue and making tests! :)
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Greg Zaal authored
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- Mar 17, 2014
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Campbell Barton authored
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- Mar 16, 2014
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Bastien Montagne authored
* Use 100% white transparency color when no transparency at all (seems to be needed by some importers). * Always export some kind of Lambert shader, even when using e.g. Blender's toon one (better to get something, even inacurate, than nothing). Patch by Jens Restemeier, many thanks! Differential Revision: https://developer.blender.org/D405
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- Mar 15, 2014
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Bastien Montagne authored
Patch by Jens Restemeier, many thanks! :) Differential Revision: https://developer.blender.org/D402
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- Mar 14, 2014
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Bastien Montagne authored
Patch by Jens Restemeier, with minor edits. Differential Revision: https://developer.blender.org/D401
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- Mar 13, 2014
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Greg Zaal authored
Updates: * Better positions for new Mix nodes * Replace Swap Outputs with a generic Swap Links function: It works the same if two nodes are selected. If one node with one input linked is selected, the link is cycled through the available inputs. If one node with two inputs linked is selected, the two links are swapped (useful if you want to swap the inputs of a Mix node for example) * Lazy functions now work on nodes that are in frames New features: * Add Image Sequence - just a speedy way to select just one image from a sequence in the file browser and have it automatically detect the length of the sequence and set the node appropriately * Add Multiple Images - simply allows you to select more than one image and adds a node for each (useful for importing multiple render passes or renders for image stacking)
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Bastien Montagne authored
Issue pointed out by Jens Restemeier, thanks!
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Bastien Montagne authored
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- Mar 12, 2014
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Bastien Montagne authored
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Bastien Montagne authored
What to expect: * Static export of empties, meshes, cameras and lamps, as well as materials and (image!) textures should work OK. There are a few advanced topics still TODO regarding meshes and mat/tex, though. * Custom properties from objects/meshes/lamps/cameras/armatures/bones/materials/textures are exported too (only simple ones, ints/floats/strings). * Armature export: this needs testing by people having *native* FBX aplications, linking between bones and meshes seems to work, but I have doubts about bones orientations. * Animation: still a complete TODO. Note that old FBX ASCII 6.1 exporter is still available (top dropdown in exporter's UI). Many thanks to Campbell, which did the ground work of decyphering FBX binary format and wrote basic code to read/write it.
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Maurice Raybaud authored
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- Mar 05, 2014
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Campbell Barton authored
Lets you use your sketchfab account from within Blender to upload models online.
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- Mar 03, 2014
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CoDEmanX authored
Screencast Keys Addon: Improved mouse silhouette, fixed box width to fit to text, changed draw callback order to draw text on top of box.
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Maurice Raybaud authored
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- Mar 02, 2014
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Greg Zaal authored
Added links for all shader and composite node types, as well as Cycles render settings and all Motion Tracking types.
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- Feb 28, 2014
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Maurice Raybaud authored
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- Feb 27, 2014
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Maurice Raybaud authored
*fixed:packed textures *fixed:library objects
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- Feb 24, 2014
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Campbell Barton authored
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- Feb 22, 2014
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Bastien Montagne authored
Names of those panels should probably be cleaned up, but for now just put Cell in "Edit" tools panel.
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- Feb 20, 2014
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Daniel Salazar authored
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- Feb 18, 2014
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Greg Zaal authored
The original Lazy Connect works the same (Ctrl+RMB drag to make a new connection between guessed sockets) - this new function can be accessed with Ctrl+Shift+RMB drag and will show a menu for the user to choose exactly which sockets to connect. This can be useful when dealing with a large node tree, users want to make some connections without repeatedly zooming in and out or trying to click the exact socket they want. Just like with the normal Lazy Connect, you don't need to click on a node exactly, it will use the node nearest the mouse. Included in this update are: - More accurate nearest-node detection - Auto-linkage (used in Lazy Connect) now matches sockets by name first - Account for DPI settings other than 72
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- Feb 17, 2014
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Howard Trickey authored
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- Feb 15, 2014
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CoDEmanX authored
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- Feb 04, 2014
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Bastien Montagne authored
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Bastien Montagne authored
Please at least try to start Blender and look at the console after such changes, next time!
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CoDEmanX authored
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- Feb 03, 2014
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Campbell Barton authored
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- Feb 01, 2014
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Jonathan Williamson authored
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Jonathan Williamson authored
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Jonathan Williamson authored
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Jonathan Williamson authored
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- Jan 31, 2014
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Jonathan Williamson authored
Reported by Sean Kennedy. The Fill Opacity setting on Export was missing a tooltip.
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- Jan 24, 2014
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Bartek Skorupa authored
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- Jan 23, 2014
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Sergey Sharybin authored
Made some tweaks to transformation matrix of <svg> node to make it so origin from Inkscape matches Blender origin. Currently only affects files from Inkscape, for others it's not so much clear what origin should be. Based on the patch from aldero (juanC), thanks!
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