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  1. Mar 24, 2014
    • Bastien Montagne's avatar
      Heavy rework/cleanup of property area. · ac7d908b
      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.
      ac7d908b
  2. Mar 23, 2014
  3. Mar 22, 2014
  4. Mar 21, 2014
    • Bastien Montagne's avatar
      Fix normals possibly no more normalized in previous commit (rBAb0d241f07952). · 28728bc5
      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.
      28728bc5
    • Bastien Montagne's avatar
      Add support to "bake" axis-conversion transformations into object data. · b0d241f0
      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.
      b0d241f0
  5. Mar 18, 2014
  6. Mar 17, 2014
  7. Mar 16, 2014
    • Bastien Montagne's avatar
      Minor tweaks to material. · c7cd39eb
      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
      c7cd39eb
  8. Mar 15, 2014
  9. Mar 14, 2014
  10. Mar 13, 2014
    • Greg Zaal's avatar
      Node Wrangler - Updates and new features · 7f70ce3d
      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)
      7f70ce3d
    • Bastien Montagne's avatar
      Fix for custom properties - looks like they need some kind of special "type"... · d701e5db
      Bastien Montagne authored
      Issue pointed out by Jens Restemeier, thanks!
      d701e5db
    • Bastien Montagne's avatar
  11. Mar 12, 2014
    • Bastien Montagne's avatar
      Style cleanup (pep8). · a107117a
      Bastien Montagne authored
      a107117a
    • Bastien Montagne's avatar
      Initial commit of new FBX 7.4 binary exporter · 38796036
      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.
      38796036
    • Maurice Raybaud's avatar
  12. Mar 05, 2014
  13. Mar 03, 2014
  14. Mar 02, 2014
  15. Feb 28, 2014
  16. Feb 27, 2014
  17. Feb 24, 2014
  18. Feb 22, 2014
  19. Feb 20, 2014
  20. Feb 18, 2014
    • Greg Zaal's avatar
      Node Wrangler: Add more specific Lazy connection · d883ddcd
      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
      d883ddcd
  21. Feb 17, 2014
  22. Feb 15, 2014
  23. Feb 04, 2014
  24. Feb 03, 2014
  25. Feb 01, 2014
  26. Jan 31, 2014
  27. Jan 24, 2014
  28. Jan 23, 2014
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