Age | Commit message (Collapse) | Author |
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of the special objects (F2+, F+ and F0 centers) in the section 'Change atom shape'
got updated for eevee and cycles.
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for both, Eevee and Cycles, is sufficient, no need to have an additional
ball with emission for Cycles.
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This shouldn't have had an effect, since the soft max was
larger than the max, but it is still incorrect. Caused by a
typo in rBA104ba1c5682016a55. Thanks to @MKRelax
for pointing this out.
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Add option to export Bezier curves' left and right handle types
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section 'Change atom shape' got updated for eevee and cycles.
There are also a few adjustments of the values of both importers
(PDB and XYZ).
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Eevee is re-inserted (I forgot that this is needed for Eeve) and the transparency
material properties of the vacancies when using Eevee have been changed: the
cubes show now a nice transparency.
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an 'X' in
PDB and XYZ files, are shown as transparent cubes. The properties of the transparency
have been changed and are now much better ... . The user can certainly adjust these
properties after the import.
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as a 'point' light source. In material properties, the sphere has the
node called 'Emission'. Note that the light source as well as a camera
can be **optionally** chosen, they are not set by default.
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by using nodes (material properties). The color used in the viewport shading
('solid mode') has been removed since it doesn't make sense anymore. Otherwise
one always has to manually choose 'using nodes' in the material properties.
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- Clear the IK toe control animation in the relevant operator.
- Allow changing the euler order of finger master control via metarig.
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an atom object
from an atomic structure in the 'EDIT' mode has lead to a crash of Blender. With the
changes done, there is no crash of Blender anymore.
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This reverts commit f0f48da209de08d66fd9e3b311e379687c7ba699.
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Check before, if the user is in the 'EDIT_MESH' mode. If so, change to 'OBJECT' mode.
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When importing a PDB file, the user has to be in the 'OBJECT' mode. With the changes
in the code, this mode is automatically set before the PDB import. No error message should
appear when the 'EDIT' mode is still active.
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When importing a PDB file, the user has to be in the 'OBJECT' mode. With the changes
in the code, this mode is automatically set before the PDB import. No error message
should appear when the 'EDIT' mode is still active.
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The add-on file had the license as GPL2, but for it to be compatible
with Blender it has to be GPL or later.
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It's handy being able to track where fbx files originate from.
Reviewed By: mont29
Differential Revision: https://developer.blender.org/D13788
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As part of Fbx Export, while handling Armature modifiers for Meshes, each
armature's position is backed up, then put into REST position for exporting,
and then restored back to original position. A dependency graph update is
triggered at the end of this.
This commit avoids the whole backing position setting + depsgraph update in
case the armature is already in rest position.
As an example, a model which I am developing for a game used to take
20 minutes for the Fbx Export. After this change, it only takes 20 seconds.
Reviewed By: mont29
Differential Revision: https://developer.blender.org/D13712
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The addon would assume an OBJ range of [0.0-900.0] for the Ns value,
when it actually is supposed to be [0.0-1000.0].
WARNING: This is introducing a slight incompatibility (value shifting of
the roughness parameter) with older OBJ files exported by Blender.
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Currently the leg rig tries to share one control between IK and FK
modes, which looks as a nice optimization at first, but makes it
impossible to IK/FK snap correctly if the IK foot is rolled forward.
This commit adds an option to generate separate toe controls.
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Spliting edges for this purpose is doing more harm than good,
additionally not all DCCs import PLY normals anyway, including Blender.
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Contributed by luzpaz.
Differential Revision: https://developer.blender.org/D5801
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Contributed by luzpaz.
Differential Revision: https://developer.blender.org/D5801
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New geometry traversal code, use bmesh data instead of mesh,
simpler logic.
This also fixes split faces when exporting normals and vertex colors.
Exporting UVs still results in split faces, since UVs are stored in
vertex data (not sure if PLY format limitation or just this exporter)
faces has to be split along seams in order for each vertex to corespond
with each UV coordinate.
No performance benefits this time.
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This reverts commit 7f4c2d5e48657af8bf450da7d6a0587065cfa8b4.
Issues with unit tests.
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Existing IK & FK controls only allowed squash and stretch scaling.
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New geometry traversal code, use bmesh data instead of mesh,
much simpler logic.
This also fixes two unreported issues with exporter:
* Splitting faces when uv, vertex color or normals export options are
enabled.
* Disrupted vertex indices.
On top of that there is a significant performance improvements,
export Suzanne model with 4 subdivision levels:
* Old 4.527s
* New 1.029s
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Ideally we want to use uint16 or uint32 data type for this purpose,
but certain DCCs have hardcoded uint8 limits in their PLY importers.
Silently tringulating faces with many sides is bad, but it's even worse
when correctly exported model won't load because of poor importer
implementation in other DCCs.
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Fixes call to `create_derived_objects()` in x3d export.
rBa82c9e1e405c84b9 introduced a change in the signature and return value of
the `create_derived_objects()` utility. This change lead to failure of the x3d
export addon.
Reviewed By: mont29
Differential Revision: https://developer.blender.org/D13667
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Fix a keymap collision between the pose library and the file manager.
Only allow `applying a pose by doubleclicking it in the asset browser, and
not in the file browser. This prevents a crash; appending an Action
would temp-load it in order to apply it as a pose, which of course
conflicts with the "Append" functionality.
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