- May 08, 2014
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Bastien Montagne authored
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- May 07, 2014
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Bastien Montagne authored
Note only particles/dupliobjects existing in the current frame will be taken into account. Dev note: the 'object' part of the code becomes really ugly, it will need a serious refactor (probably using some kind of wrapper around Object/Bone/PoseBone/DupliObject), nobody (not even me) will be able to follow this code soon.
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Bastien Montagne authored
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Bastien Montagne authored
devide chars by 255, not 256...
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- May 06, 2014
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Bastien Montagne authored
Export actually works perfectly well, here (Unity probably just does not supports scale in tex mapping...). But importer completely ignored texmap data when working with non-nodal materials - we at least can support offset and scale data here!
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Bastien Montagne authored
That was not really true, since each strip from NLA would be exported as an animstack already. Supporting 'all actions' feature was in fact a bit hairy, because actions are not linked to objects in Blender (you can assign any action to any object). Did it this way: for all exported objects: for all actions in bpy.data.actions: if action is 100% compatible with object: temp assign this action to the object, and bake animation of this object only into an animstack This does not make great code, but seems to work rather well... Just be sure to not have invalid paths in your actions! ;)
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Bastien Montagne authored
Rough guess, 2.0 for obj (because of quite heavy changes in it this fall/winter), and 3.0 for FBX (assuming 1.0 = 6.1 exporter, and 2.0 = 7.x importer, makes 3.0 = 7.4 exporter)
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Bastien Montagne authored
FBX export: do not apply Armature modifiers when we export armature objects, rather than use animation or not!
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Bastien Montagne authored
FBX export: always copy org (blenddata) matrices (when not done implicitely by e.g. multiplication).
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Bastien Montagne authored
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- May 05, 2014
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Campbell Barton authored
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- May 04, 2014
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Bastien Montagne authored
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Bastien Montagne authored
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- May 03, 2014
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Bastien Montagne authored
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Bastien Montagne authored
Looks like nothing is expected for BindPose nodes here? Anyway, I'd guess those are doublons with cluster data... :/
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- May 02, 2014
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Bastien Montagne authored
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- Apr 29, 2014
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Campbell Barton authored
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Campbell Barton authored
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- Apr 25, 2014
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Bastien Montagne authored
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Bastien Montagne authored
Yet another stupid mistake. :/
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- Apr 23, 2014
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Bastien Montagne authored
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- Apr 22, 2014
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Campbell Barton authored
Normals are not optional for STL so remove the option from the UI.
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- Apr 20, 2014
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Maurice Raybaud authored
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- Apr 18, 2014
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Bastien Montagne authored
Clamp branchL to min 0.0 (negative branch length does not make much sense, and non-int power of negative numbers gives complex numbers...).
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- Apr 17, 2014
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Bastien Montagne authored
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Bastien Montagne authored
This kind of target app compatibility feature is not well suited to an export addon, would better be in a dedicated pre-export tool.
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- Apr 16, 2014
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Campbell Barton authored
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- Apr 14, 2014
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Bastien Montagne authored
Was broken since apply modifiers and other geom types support was added.
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Bastien Montagne authored
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Bastien Montagne authored
If new option "Simplify Skinning" is set (by default), only four most significant weights are kept. Else, only a warning is issued. Also added more OrederedDict's!
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- Apr 11, 2014
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Bastien Montagne authored
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- Apr 10, 2014
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Bastien Montagne authored
* When exporting actions from NLA, do not export global 'scene' action (unless there is no actions in NLA!). * Export actions from NLA as all starting from 0. * Fix take time to be one frame longer than the longest animstack exported.
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Bastien Montagne authored
Should fix Unity timeline weirdness (as long as you use standard framerates like 25fps, 30fps, 29.97fps, etc.).
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Bastien Montagne authored
FBX: Add support to export other geometries (curves, metaballs, etc.) as meshes, and implement the 'apply modifiers' option.
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- Apr 09, 2014
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Bastien Montagne authored
(in addition to global anim from scene).
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- Apr 08, 2014
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Bastien Montagne authored
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Bastien Montagne authored
Even if they do not affect the same properties, multi-layers interactions are rather complex.
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Bastien Montagne authored
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- Apr 07, 2014
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Bastien Montagne authored
Note: tested on unity & houdini with some basic mesh/rig, needs some more serious testing with real animated characters!
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Bastien Montagne authored
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