- Apr 07, 2014
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Campbell Barton authored
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Campbell Barton authored
more of a workaround, at least stops crash.
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Campbell Barton authored
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- Apr 06, 2014
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Bart Crouch authored
- UV information is now preserved when adding new faces (interpolating UV coordinates). This can be switched off in the user preferences. - Quad strips can now be finished with a single triangle.
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- Apr 04, 2014
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Bastien Montagne authored
Now I'm sure of it - most app apart from latest AD ones do not yet support new normals format (102, 4D vectors + weights), so revert to older 101 one (3D vectors). Checked on both houdini and unity.
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Greg Zaal authored
Since there is now a node for this :)
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- Apr 02, 2014
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Bastien Montagne authored
Bad news is: we have to hack at binary level! Yes, some kind of elements do have some specific need binary-wise. I won't say what I think of this.
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Bastien Montagne authored
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Bastien Montagne authored
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- Apr 01, 2014
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Bastien Montagne authored
E.g. camera, lamp and empty (Null) data all use the same "NodeAttribute" element type, while having different "sub-types" (FbxNull, FbxCamera, etc.) with different properties. It would have been perfectly possible to have multiple property templates, but from "reading" official FBX files, it’s obvious this is not supported, so in this case we have to pick one to write a real template, and for the other subtypes, we have to explicitely write the whole templates' content in each and every element... At this point, you might wonder why introducing templates, if you have to handle such hairy cases? Well, I’m wondering too...
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Bastien Montagne authored
FBX: Fix stupid bug with mats/textures (from recent usage of OrderedDict), reported by a user on blog, thanks!
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Bastien Montagne authored
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Bastien Montagne authored
FBX: more minor tweaks (main here is making uids shorters, easier to read in JSONed version of files).
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Campbell Barton authored
patch T36787 by Andrew Peel with own modifications.
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- Mar 31, 2014
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Bartek Skorupa authored
It is now possible to merge nodes using Z-Combine nodes. Keyboard shortcut: Ctrl - NUMPAD (dot).
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- Mar 29, 2014
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Bastien Montagne authored
FBX: Use more OrderedDict (to keep things cleaner in FBX file), and try to make output even more compatible with genuine FBX files (anim aspect), still no luck. :(
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Bastien Montagne authored
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Bastien Montagne authored
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- Mar 28, 2014
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Bastien Montagne authored
Patch by Zer0 (vince), many thanks! :)
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Bastien Montagne authored
Another Great Breackthrough in FBX Ugliness: properties seem to have complete different signature when they are animatable or not! E.g.: for double properties, non-animatable will be ("double", "Number", ""), while animatable ones will be ("Number", "", "A"). Yep, looks like a good old flag is not enough... Btw, this still does not fix animation issue (since Lcl Translation & co are not affected by this, they seem to always be animatable...).
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Bastien Montagne authored
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- Mar 27, 2014
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Bastien Montagne authored
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Bastien Montagne authored
Note this code is highly theorical, I could not get to test it really (other apps I have access to also fail at importing FBX anim generated from collada by FBXConverter :( ). For now, only basic (loc/rot/scale) of objects is implemented. Will wait for other testers' feedback before going any further.
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- Mar 25, 2014
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Bastien Montagne authored
FBX: since we have more and more options differing between new 7.4 and legacy 6.1, add a draw() func (temp, to be removed once we get rid of 6.1).
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- 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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