Age | Commit message (Collapse) | Author |
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When scene contains only 1 armature, it will export all actions, not only active + NLA
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Better management of case of multiple object with each multiple actions
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When importing a .x3d file containing an empty IndexedFaceSet, like this for example:
```
Shape {
geometry IndexedFaceSet {
coord Coordinate {
point [
]
}
coordIndex [
]
}
}
```
`import_x3d.py` throws an exception, because `x_min`, `x_max`, ... are not initialized/still set to `None`.
This fixes the issue by initializing the mentioned variables to `inf`/`-inf` respectively and also further simplifies the code by utlizing the `min` and `max` builtins.
Reviewed By: mont29
Differential Revision: https://developer.blender.org/D14470
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I noticed the FBX export was missing a triangulation option seen in other software and other Blender exporters such as .obj.
This feature is rather useful for example for ensuring consistent normal map baking in third party software, where tangent space gets easily messed up with tools using mikktspace that depends on triangulation choices.
This patch adds a "Triangulate Faces" option in the export options similarly to what the Wavefront OBJ exporter has. Diff-wise it's rather simple by reusing the temporary mesh creation from "Apply Modifiers".
Reviewed By: mont29
Differential Revision: https://developer.blender.org/D14352
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Added an option to allow the user to export STLs
using an arbitrary (custom) coordinate-space.
This is not exposed in the UI and is intended for script authors
exporting content.
Ref D11517
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Creates a new camera and "Custom Object"-type landmark from the VR
headset pose.
In contrast to the existing "Landmark from Session" operator that only
saves the headset rotation around the global z-axis, this preserves the
exact rotation of the headset by assigning it to the newly-created
camera (although the landmark itself still only inherits the z-rotation
component).
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da9a50a46ed3e293146428a87a275a947a54b9fe reverted these changes.
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Contributed by luzpaz.
Differential Revision: https://developer.blender.org/D14312
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Contributed by luzpaz.
Differential Revision: https://developer.blender.org/D14313
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New button in menu to flip view horizontally within camera by inverting x-scale
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Due to API change, timeline scrub snapping crashed when setting scene frame
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node tree
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This is now more than a year old. Removing the back compatibility. Use can of course set again the value in UI at export
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This allows user to use no indent in json, for example
Here is an example of hook:
```
def gather_gltf_encoded_hook(self, gltf_format, sort_order, export_settings):
gltf_format.indent = None
gltf_format.separators = (',', ':')
```
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You can change filter tag to change default filtering
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At import, this will be defined as armature/joints instead of empties
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This menu (in Add > Output) will be displayed only if activated in addon preferences.
The node is sed for AO export. This is a shortcut, avoiding user to create it him/herself
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Differential Revision: https://developer.blender.org/D14285
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An exponent should never be negative... but FBX files being FBX files,
just add a 0.0 clamping to that value.
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When importing an animation from FBX or BVH the fcurves are currently shown as a very long list in the dope sheet.
When you manually create a keyframe they are grouped by bone name, which is much more user friendly. This patch groups imported animations by bone name too.
The changes are trivial:
* In the FBX case it was falsely using the object name to group all curves rather than the bone name.
* The BVH importer simply wasn't using the grouping feature at all.
Reviewed By: mont29
Maniphest Tasks: T82472
Differential Revision: https://developer.blender.org/D11269
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Also use context to ensure the file is closed properly.
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Update path for the DOF distance, allow properties to be RNA paths.
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- precompute tree before export
- manage collections / instances / linked
- use custom cache to avoid name collision
- animations are baked from world matrix
More info on https://github.com/KhronosGroup/glTF-Blender-IO
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This has been removed from Blender.
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See T95442
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See T95442
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From https://github.com/alessandro-zomparelli/tissue/releases/tag/v0-3-52
with https://github.com/alessandro-zomparelli/tissue/pull/131 applied.
Fixes T80702
Fixes T73136
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From https://github.com/alessandro-zomparelli/tissue/releases/tag/v0-3-52
with https://github.com/alessandro-zomparelli/tissue/pull/131 applied.
Fixes T80702
Fixes T73136
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See T95442
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See T95442
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Fixes T94443
Updates all PDT python modules to use SPDX license identifiers.
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This commit aims at fixing the (very) redundant action names when importing animation data from Fbx files.
By default importing actions from an animated Fbx skeleton file leads to this:
**skeleton_name|skeleton_name|action_name|skeleton_name|action_name**
It works this way: **id_data.name|stack_name|layer_name**
These containers are generally made of the exact same strings multiple time.
This is a proposal to avoid such redundancy by stripping the "layer_name" in case it's identical to the "stack_name"
I'm not sure yet if one of them could be always skipped, I haven't experienced cases when they are different.
With this patch actions are named:
**skeleton_name|skeleton_name|action_name**
It could still be improved, since the "id_data.name" is generally the armature name, already contained in the "stack_name". But sometimes it's not (for Shape Keys for example: Key|skeleton_name|action_name)
Maybe more checks could be added to avoid redundancy even more. Just to open the discussion about it...
Reviewed By: mont29
Differential Revision: https://developer.blender.org/D14130
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Load the first non-blank, non-comment line so files with licenses
are supported.
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