Age | Commit message (Collapse) | Author |
|
Some report a size (facet number) of zero... To think even something as
simple as STL format cannot be respected universally... :'(
|
|
The tricky part here is that to read correctly df3 data, we need to have a unit box,
and can only transform it to match Blender's domain's bbox *after* df3 is read.
|
|
patch by Jefferson Rausseo
|
|
|
|
|
|
space_bar_menu addon is enabled.
That's great mystery - that addon was doing 'bad' `from bpy import *`.
Removing that fixes the issue, but... :/
|
|
Nothing broken here actually, just missing info (shape needs at least three levels
of branching to take effect).
To be backported to 2.74.
|
|
readonly properties.
|
|
|
|
Well, not exactly a fix, since the buggy behavior from FBXSDK side makes no sense to me.
So it's rather a hack to make that stupid piece of junk happy - now you can (optionally,
but ON by default) force exporting anim keys for all bones of an armature.
Should be safe for 2.74, just adds a new option, cannot see how it could break existing stuff.
|
|
rBAbfbabc0592b8.
Now using a class factory to allow customization of those defaults axes, still way less
verbose than previous code!
|
|
The minimum value for the 'scale' property has been decreased,
allowing even smaller scales (some C3D files use huge coordinates).
The effect of the 'from_inches' property has been changed to match its
description.
Reviewed by: dmbasso
Differential: D1195
|
|
with Cycles engine.
UseAlpha & co are image settings, they are not bound to any specific render engine.
To be backported to final 2.74.
|
|
|
|
In fact, it's the OBJ file which is utterly broken (thousands of faces reusing the same vertex...).
I think 'breakage' comes actually from change in bmesh (raising error when trying to get
an edge with same vert in both items of the key), afaiks this is not different from
old code in current importer.
Anyway, working around this is easy and cheap, so...
To be backported in final 2.74.
|
|
To be backported to final release.
|
|
|
|
invalid file.
Stupid libfbx crashes when there is no normals in 'main' mesh data, and some shape keys linked to that mesh.
Now, issue is, I removed always writing normals because iirc this was giving bugs
with some importers... Re-enabled it for now, let's hope everything works OK.
*do not backport this* to 2.74!
|
|
Pretty stupid, UV/VCols were passed as a copied list instead of direct blend data.
Not sure there was a reason for that, but now it was seriously conflicting with
new advanced behavior of that code (to allow complex per vert/face/loop normal import
into clnors)...
|
|
Needed to better handle a simultaneous edge / vertex event.
|
|
problems
when try to load factory settings. Fix was suggested by Severin, thanks a lot!
|
|
180 degree rotation of meshes.
Issue found, investigated and fixed by ib_rod (Rod Boyd), thanks a bunch!
And again, a special mention to the "quality" of FBX doc (even on official API level)...
|
|
|
|
Stupid mistake in own recent work on OBJ...
|
|
|
|
Caused by rBc755d8fbb520fbcf2a, can understand we want a 'good' (sigh) naming
before release, but please ensure code already using it is updated then...
|
|
|
|
|
|
|
|
|
|
Reviewers: mont29
Projects: #import_export
Differential Revision: https://developer.blender.org/D1151
|
|
Leaves settings were simply never used (broken logic, dead branch code)...
|
|
Issue reported by Daniel Salazar (ZanQdo) through IRC, thanks!
|
|
|
|
broken & made obsolete by psy-fi updates to texture paint system.
|
|
Some FBX files store their normals as polygon ones (flat shading...).
Note this code becomes a bit messy, will need some cleanup!
|
|
Patch by juicyfruit (Martijn Berger) with own minor edits, thanks!
|
|
|
|
Soft min/max are now 1e(-)3, hard ones are now 1e(-)6...
|
|
Makes code nicer, but adds between 10 and 15% to parsing time... Not worth it.
|
|
tessellate/untessellate sometimes.
Issue comes with ngons having holes (i.e. ngons using the same edge more than once).
This is not supported in Blender, so we have to 'work around' it.
However, we can limit this behavior to ngons actually 'blender-invalid', no need to
do that systematically.
So this commit still allows for much better performances with 'usual' ngons.
Those with holes get back to previous performances, more or less.
Many thanks to Campbell for the headup!
|
|
|
|
There was a problem with the order of stroke and fill elements. Additionally, sometimes names of linesets collide between render layers. this has been fixed by prepending the name of the render layer to a layer's id.
|
|
|
|
|
|
|
|
|
|
Added: Stochastic antialiasing for UberPOV
Added: Blurry Reflection for UberPOV
Improved: Defaults for AA and Depth of Field to a better quality/time
Improved: UV texture transforms more closely match BI and more functionalised
|
|
Note I tried to make 'face' tuple a namedtuple, but this makes things significantly
slower here (about ten percents), don't think it's worth it.
|
|
|