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authorSamuli Raivio <bqqbarbhg>2019-10-03 16:12:53 +0300
committerBastien Montagne <montagne29@wanadoo.fr>2019-10-03 16:22:22 +0300
commit53e661378bae51240e7a4cb59227b99a882095bc (patch)
tree380ac519d15bb65b5cf8b9d44071cb12eaed22dc /io_scene_fbx/__init__.py
parenta28145a5da77af0a142d11d91ba95649bcafc207 (diff)
Fix T70298: FBX IO: Apply squared crease transform when importing/exporting.
Blender maps crease sharpness from internal [0, 1] to OpenSubdiv's [0, 10] by squaring the value (see `get_edge_sharpness()`). Other software seems to treat FBX crease as linear times 10 using OpenSubdiv. This commits attempts to make FBX exported by Blender consistent with the results from FBX exported from Maya regarding crease intensity. Differential Revision: https://developer.blender.org/D5930
Diffstat (limited to 'io_scene_fbx/__init__.py')
-rw-r--r--io_scene_fbx/__init__.py2
1 files changed, 1 insertions, 1 deletions
diff --git a/io_scene_fbx/__init__.py b/io_scene_fbx/__init__.py
index ec1afd09..7fdef2b0 100644
--- a/io_scene_fbx/__init__.py
+++ b/io_scene_fbx/__init__.py
@@ -21,7 +21,7 @@
bl_info = {
"name": "FBX format",
"author": "Campbell Barton, Bastien Montagne, Jens Restemeier",
- "version": (4, 17, 2),
+ "version": (4, 17, 3),
"blender": (2, 81, 6),
"location": "File > Import-Export",
"description": "FBX IO meshes, UV's, vertex colors, materials, textures, cameras, lamps and actions",