- May 27, 2012
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Bastien Montagne authored
Note: there are other exporters with the same problem, will fix them as well.
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- May 26, 2012
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Thomas Dinges authored
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Campbell Barton authored
from Sebastian Nell (codemanx)
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Campbell Barton authored
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Campbell Barton 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 22, 2012
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Bart Crouch authored
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Campbell Barton authored
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- May 21, 2012
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Bart Crouch authored
[[Split portion of a mixed commit.]]
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Sebastian Nell authored
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Sebastian Nell authored
Increased Armature name maxlen to actual limit of 63. Could have also changed io_anim_c3d, but it's a prefix string - not making sense to increase max prefix length to max name length.
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Campbell Barton authored
* redraw before rendering (workaround for bug) * play the first file once on init (before first file was assumed to be first file in demo_config.py which often isnt the case)
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- May 20, 2012
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Campbell Barton authored
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Brendon Murphy authored
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- May 18, 2012
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Brecht Van Lommel authored
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- May 16, 2012
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Bastien Montagne authored
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- May 15, 2012
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Sergey Sharybin authored
Patch provided by Matteo F. Vescovi, thanks!
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- May 07, 2012
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Campbell Barton authored
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- May 05, 2012
- May 04, 2012
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Brendon Murphy authored
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- May 03, 2012
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Brendon Murphy authored
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Guillermo S. Romero authored
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Brendon Murphy authored
new clean menu, added add_mesh_extra_objects/add_mesh_honeycomb.py by Kayo Phoenix added add_mesh_extra_objects/add_mesh_torusknot.py by Anthony D'Agostino
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- May 02, 2012
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Brendon Murphy authored
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- May 01, 2012
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Nathan Letwory authored
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Tim Spriggs authored
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Sergey Sharybin authored
Looks like it was a typo passing calc_tessface keyword to mesh.update function
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Tim Spriggs authored
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- Apr 30, 2012
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Thomas Larsson authored
Removed one additional reference to bpy.app.revision. I don't see errors caused by this variable because it is defined in all windows builds I have access to.
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Thomas Larsson authored
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- Apr 26, 2012
- Apr 25, 2012
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Campbell Barton authored
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Campbell Barton authored
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Sebastian Nell authored
[[Split portion of a mixed commit.]]
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- Apr 23, 2012
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Sergey Sharybin authored
Additional changes: - Fixed wrong pop of rectangle area (function wasn't called) - Removed unused code
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Campbell Barton authored
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- Apr 22, 2012
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Martin Poirier authored
job and frame status cleanup (move to the model module) record transitions between states in job to be able to get (among others) the started and finished time.
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