Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender-addons.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
AgeCommit message (Collapse)Author
2017-07-20FBX exporter: Fix broken non-mesh geometry export.Bastien Montagne
Own mistake in some recent refactor...
2017-07-11Fix T52029: Blender 2.78a doesn't import user properties from FBX file.Bastien Montagne
Customprop handling helper was called with wrong data for objects and bones. Many thanks to Nik S (@proteamer) for spotting the issue, investigating it and finding the solution!
2017-06-16Attempt to fix FBX scaling issues in a different way.Bastien Montagne
Now we offer choices to apply everything in transform, store everyting in FBX scale, or mix both solutions (taking custom export scale and unit scale into account here). This change a bit default behavior, and hopefully will allow to find at least one options working correctly with a given 'other tool' importer. This may address T51704 and T50159.
2017-03-19FBX IO: remove usage of register_module.Bastien Montagne
2017-02-01Fix T50566: FBX import fails to read file exported from ModoBastien Montagne
Fbx, fbx, fbx... The Fuzzy Format :(
2017-01-17Fix T50453: Add option to FBX export to apply render or preview modifiers.Bastien Montagne
2016-09-22Fix T49412: We do not support FBX 7500 and above, at least properly report ↵Bastien Montagne
it to users. Those ... people? at AD changed the whole format on binary level it'd seem, even low-level, binary parsing is broken with those files, nothing else to do but go back to binary hacking/inspection of new files if we want to support them... will let that to someone else, FBX has successfully exhausted my patience since years already, even all the backup emergency reserves I had.
2016-07-31Fix T48977: rigged meshes' animation is not really supported in FBX.Bastien Montagne
rigged meshes are global, but implicitly local to their armature... so far was exporting their animation in global space, and trying to correct it back to local on import, but this cannot work that way - and actually does not make much sense. So for now, fully disabling tranform animation of rigged meshes. Did quick check with Unreal engine, and looks like it is totally ignoring any rigged mesh animation anyway. If a kind miracle gives us some day full specs of that format, we may learn what exact behavior is expected in that case.
2016-06-24Fix T48713: Problem when importing FBX file with 2 armatures.Bastien Montagne
Yet another case of the infamous 'iterating over something while modifying it' issue. Here, setting parent of a node actually modifies the children list of its previous parent, which resulted in missed items in the iteration.
2016-05-01Fix T48322: Proxy Armature Animations are not exported to FBX.Bastien Montagne
This is the 'proxy case', only fixable one for now (linked object have un-editable animdata.action, so we cannot export animations for them for now). Issue was simply that armature modifier of linked mesh object still 'points' to linked armature object, and not to its local proxy. Fix is luckily easy (for once)!
2016-04-29Enable material transparency when its alpha is below 1.0.Sandy Carter
Differential Revision: https://developer.blender.org/D1934
2016-04-08Fix T48089: Animation won't export to FBX in case active action is read-only ↵Bastien Montagne
(some NLA usages). Skip 'all actions' options for those objects...
2016-02-12FBX exporter: add option to choose which type of FBX node to use as armature.Bastien Montagne
By default, Blender uses a 'Null' one (rouglhly equivalent to our Empty), but now user can also choose a 'Root' or even plain "LimbNode". This seems to be necessary to hack around some Unity bug (see T47325). WARNING: the 'LimbNode' option *does not* import back correctly in Blender. Use it in pure export-only cases.
2015-12-02Fix T46912: FBX import from Wow Model Viewer not working.Bastien Montagne
First file ever having 'Limb' (in addition to 'LimbNode'!) bones... Looks like we can more or less use them as 'LimbNode' ones, though.
2015-12-02Fix related to T46912: Check a bit better we get a valid object generated ↵Bastien Montagne
from crappy FBX data. Also print version of FBX file in console messages.
2015-12-02Fix T46910: FBX import error due to unrecognized property flags set.Bastien Montagne
Get rid of those flags asserts in read code, we do not use them anyway, and our goal is not to be a FBX format validator, especially since there is no public FBX format...
2015-10-13Fix error in case FBX file specifies no known pre-defined FPS and a null ↵Bastien Montagne
custom fps value... Patch by Julian (joolsa). Differential Revision: https://developer.blender.org/D1551
2015-08-26Fix T45913: FBX Import: Add option to not import animations.Bastien Montagne
Can be handy sometimes, especialy with files which should not be animated and yet contain animdata...
2015-08-23Fix T45875: FBX export: Shape keys reset relative shape to basis.Bastien Montagne
More a TODO than a bug actually, handling of skeys based on other skey was simply not implemented so far.
2015-08-21Fix T45859: FBX Export: Some objects are not instances.Bastien Montagne
This was due to the fact that we generate temp meshes when applying modifiers - but in dupliobject instances cases, this can be avoided. Also cleaned up a bit mesh data area, and fixed wrong template user number in this case.
2015-08-20FBX Export: Write version of FBX addon too!Bastien Montagne
Grrrr, could have sweared I had done that since ages...
2015-08-18Fix T45834: FBX Importer failed to importer.Bastien Montagne
This file actually showed several issues: *Not always using safe 'get_bind_matrix' *Not protecting against zero-length bones in the force-connect area
2015-08-17Fix T45813: FBX export: add dummy stringification of custom props which are ↵Bastien Montagne
not directly supported by FBX format. This allows some thrid party app to have someting to parse if needed. Quite obviously, this only applies to exporter.
2015-08-05Fix T45677: Explicitely ignore dupli instances of armatures, this is not ↵Bastien Montagne
supported currently. Doubt to implement this any time soon, armatures and duplis are both complex area, if you combine them together you get a Gordian knot (and have no right to cut it!). Also, this commit fixes a stupid mistake - dupli objects types were not checked at all before...
2015-07-19Fix T45487: fbx exporting weird keyframes.Bastien Montagne
Previous 'simplifying' code was not handling correctly micro-fluctuations around zero (caused by ugly float precision issues). Rewrote it more or less completely, new code is simpler and only based on relative difference (by default, it keys each time the diff is above 1e-4, and above 1e-4 * magnitude_of_values). Might produce more keys in some cases, but at least 'noise' shall never be exported again.
2015-07-18FBX IO: Fix stupid mistake in recent UI refactor.Bastien Montagne
2015-07-15FBX IO: Bring back UI into controll!Bastien Montagne
UI of exporter (and, to some extent, importer) was wildly rampaging available space with all its options. Now we switch to some tab-like drawing, helps keeping things reasonable, and that categorization should also help user to understand a bit better all those settings. Also added some more 'UI-compacting' tweaks. Let's hope 'muscle memory' bawling won't be too loud...
2015-07-15FBX export: add option to not key first/last frames of an exported action.Bastien Montagne
User request (see T45438).
2015-07-14Fix T45426: fbx exporting animation of 'noise' produced by float precision ↵Bastien Montagne
error. Looks like our absolute max diff in animation simplification process was a bit too low, raised it from 1e-6 to 1e-5, fixes the issue in reported file at least.
2015-07-12FBX IO: Atempt to fix camera/lamp orientations issues.Bastien Montagne
2015-07-12FBX Import: Add option to not import custom normals.Bastien Montagne
2015-07-05Fix T45322: 'force connect' bones not working correctly with leaf ones when ↵Bastien Montagne
'remove leaves' option is set. Also, refined the whole 'force connect' behavior, such that bones having several children also get their tail position adjusted to the average children head positions. This shall finalize our support for 'point-only' based armatures. And to think that original FBX had a real bone-type armature... :'(
2015-07-03FBX Import: Fix (unreported) embeded images not always loaded.Bastien Montagne
2015-07-03Fix T45291: empty bytes/string nodes seems to be valid... *sigh*Bastien Montagne
2015-06-29FBX import: enhancement related to T45157: do not force-connect children whenBastien Montagne
there are several ones with different 'head' positions. Also, fix a minor bug from previous 'multi-armatures for a single mesh' commit.
2015-06-28Fix T45171: FBX importer can't handle mesh bound to multiple armatures.Bastien Montagne
There were two issues here: I) Since an object can only have *one* parent, it it gets created only during its parent's creation, we could end in situation where we would be creating an armature that would need its 'fake' children mesh objects, before we have actually created this mesh object (which would only happen during creation of the only armature that would be its *real* parent). This was solved by decoupling object creation/instancing and creation of objets' relationships. II) We were only storing one set of binding data (matrices) per mesh, which obviously failed when binding several armatures to a single mesh. Simply fixed by storing one set of binding data per mesh per armature. FBX can store on set of binding matrices per mesh per bone, but this is not supported by Blender!
2015-06-26FBX import: add a setting to define a custom animation offset value, in frames.Bastien Montagne
In theory, Blender's animations start at frame 1, while FBX ones start at t0, but looks like users need tweaking ability here too! ;)
2015-06-24Fix T45176: FBX import - mismatch in camera rotation (bad rotation order).Bastien Montagne
Somehow our mapping from FBX int 'enum' code to string representation of rotation order was pure nonsense, only giving correct result for default 'XYZ'. Note that we fallback to EulerXYZ in case of 'SphericXYZ', not even sure what this is!
2015-06-23Fix T45157: FBX Import could do with better bone alignment in pure-joints ↵Bastien Montagne
armature case. Note that, since I do not have any skinned zero-aligned bones FBX file at hands, I do not know whether this option breaks skinning or not (hard to predict, we are playing with at least four different matrices/transforms here)... Time will say.
2015-06-15Final step (hopefully) in unit/scale Hell.Bastien Montagne
So, it appears some importers (at least UE4) do not use UnitScaleFactor defined by FBX, which is assumed to be a way to say 'this FBX file uses units n times default FBX unit' (default FBX unit being centimeter - afaik, at least I saw some FBX from Max with a UnitScaleFactor of 2.54 - inches). Hence, we have to add yet another stupid option to apply that 'unit scaling' to objects instead (as part of global scaling)... Hurra.
2015-06-15Again forgot to raise version count...Bastien Montagne
2015-05-22FBX Import: fix scale handling to match again our exporter's one.Bastien Montagne
Still unsure we are doing the 'right' thing here, but at least let's be consistent between our importer and exporter!
2015-05-19FBX Export: Hopefully fix once and for all default scale issue.Bastien Montagne
Now, we consider default BU as 1 meter (100 FBX units), instead of 1 FBX unit (1cm)...
2015-05-19Fix T41605: FBX Export: scale issue with animated armatures.Bastien Montagne
Yes... 10h of work, for a oneliner fixing a simple stupid dummy missing connection between the empty used as armature 'object', and its (void, useless) 'NodeAttribute' data... Why such basic harmless error breaks something (aparently) completly unrelated - and why is it breaking anything, btw - is to be added on the Olympus Mons of FBXSDK madness. Not to mention the usual total lack of parsing warnings/errors from that 'thing'.
2015-05-18FBX export: more twisting and co to attempt fixing scale/animation issue, ↵Bastien Montagne
still failing.
2015-05-18Minor cleanup, no need to add more lines than needed, we already have way ↵Bastien Montagne
too much in this addon.
2015-05-18FBX export: fix various minor issues (compared to 'official' exports).Bastien Montagne
Trying to fix the ugly scaling issue with FBX and animated armatures. No luck so far, all those changes make our generated file closer to those generated by 'official' FBX apps, but does not seem to fix or solve anything...
2015-04-26Fix T44386: FBX export with 'all actions' enabled was a bit too much enthusiast.Bastien Montagne
It would export animations from all compatible actions - even for objects that were actually not animated at all! This would lead to undesired behavior esp. for simple objects scenes with only one or two animated. Now we only export all compatible actions for a given object if it is actually animated.
2015-04-18FBX IO: More visible warning that 'apply transform' is experimental!Bastien Montagne
People do not read tooltips it seems... Would not mind a big red flashing message even, but fear UI mafia would not be happy.
2015-04-14FBX IO: fix related to T44386: do not add again and again same material to a ↵Bastien Montagne
mesh on import. Issue here is that FBX assigns materials by objects, while in Blender it is by default assigned to meshes (obdata). This becomes critical with tons of objects using the same mesh (as generated e.g. by exporting from Blender's dupliobjects). We may add an option later to assign materials to objects too, but meh... We already have tons of options in FBX. :| Also, added some timing/steps reporting in console, helps seeing io process going on, and spotting stupid issues like this one!