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  1. Feb 04, 2014
  2. Nov 25, 2013
  3. Sep 16, 2013
    • Alexander N's avatar
      added: exporter takes armature parent in account of animation handling. · 3ed552b9
      Alexander N authored
      only one armature source will can be taken at the moment, and will taken in the following "priority" order:
      1. armature parent will be taken if exist.
      2. first available armature modifier will be taken if exist.
      
      open question: what is best practice, in case of existence of multiple armature sources?
      (armature parent and one or more armature modifier)
      can that case happen (very often) in real world mesh modeling?
      3ed552b9
  4. Aug 22, 2013
    • Alexander N's avatar
      undo the workaround of my previous commit for "[#36443] Vertex to UV index... · 704263ee
      Alexander N authored
      undo the workaround of my previous commit for "[#36443] Vertex to UV index doesn't match with 2.68a", because that issue is fixed in blender 2.68a r59343 now.
      
      - deleted not needed workaround for issue [#36443], because it is fixed in blender 2.68a r59343,
      - added BMEdge generation to the importer (only for nice doing),
      - added undo to operators,
      - deleted some unused strings,
      704263ee
  5. Aug 18, 2013
    • Alexander N's avatar
      workaround for [#36443] Vertex to UV index doesn't match with 2.68a · 91e25c8f
      Alexander N authored
      - until the <BMesh>.faces.new(..) is scrambling the vertices order (input -> output), i use the workaround, that build a de-scramble dictionary.
        i still thing it is a bug in blender 2.68.
      
      - got rid of unneeded option 'io_scene_ms3d.set_sence_to_metric', Ms3dSetSceneToMetricOperator, set_sence_to_metric
      91e25c8f
  6. Jul 18, 2013
  7. Jul 14, 2013
  8. Apr 12, 2013
  9. Mar 17, 2013
  10. Feb 18, 2013
  11. Feb 10, 2013
  12. Feb 09, 2013
  13. Feb 02, 2013
  14. Jan 26, 2013
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