Age | Commit message (Collapse) | Author |
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Thanks to Squashwell (Harrison Nordby) for org report and patch.
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FbxProperty::IsValid()
Each time I think I have reach the limits of the crappyness of this "format", it manages to amaze
me again! This time, looks like SDK expects always the same values in the 'templates' (Definitions),
else it declares properties as invalid! One would have to explain me the interest/need to write
those default values in the file, up to this point...
Anyway, went over all defaults I could gather from 'official' FBX files, and replaced the few
ones I had change (because it was better suited to Blender's data). Hopefully it'll be OK now.
Thanks to FslNopper (Norbert Nopper), which helped me troubleshooting this stuff!
There is a good thing here though - it made me find how textures are linked to UVMaps
(by mere names, 'UVSet' property of texture nodes).
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What to expect:
* Static export of empties, meshes, cameras and lamps, as well as materials and (image!) textures should work OK.
There are a few advanced topics still TODO regarding meshes and mat/tex, though.
* Custom properties from objects/meshes/lamps/cameras/armatures/bones/materials/textures are exported too (only simple ones, ints/floats/strings).
* Armature export: this needs testing by people having *native* FBX aplications, linking between bones and meshes seems to work, but I have doubts about bones orientations.
* Animation: still a complete TODO.
Note that old FBX ASCII 6.1 exporter is still available (top dropdown in exporter's UI).
Many thanks to Campbell, which did the ground work of decyphering FBX binary format and wrote basic code to read/write it.
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mesh...). Also cleaned up another debug print, we do not need those!
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issue with mifth on IRC: handling of default empty texture (when there are none real texture to export) was rather fuzzy/inconsistent.
Note: not to be backported, not 100% sure this is now correct, and not a regression anyway.
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This situation was simply not handled in existing code. Also removed last use of tessellation (my bad, should have checked this before), and enhanced/cleaned up a bit mat/tex handling.
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Grr, another stupid mistake, we always need me.uv_textures, even if we do not actually export textures!
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Stupid mistake, vcol was also affected…
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* Export polygons instead of tessellated tris/quads.
* Export split vertex normals.
* Better performances (about 20% gain at least with big files), and use much less bytes when exporting UVs/VCol!
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Using a bit more flexible way to handle those values (range now from 10^-18 (20) to 10^2 (0) frames). Not sure we shouldn't rather get rid of such "magic" value and let user set frame threshold directly, though!
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from Norbert Nopper (mcnopper), with some of my own edits.
- Improved light export
- Improved camera export
- Improved material export
- Improved mesh export. faces can now be either flat or smooth.
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- binary fbx files only
- version 7.1 or newer
- meshes, uvs, materials, textures
- support for blender-internal and cycles materials (depends on engine selected)
note - yes, this cant load fbx files exported by blender, for that to work we would need to update the exporter.
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expects 0/1 only.
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from Doug:
Most applications aren't very strict with the bind pose because they support different bind poses for different meshes. Ogre requires a single bind pose for all meshes, which makes things a lot more difficult.
The changes are where the BindPose is defined (which is pretty much ignored by most applications, but you seemed to have added it for XNA), and the skin deformer. In both cases, global transforms for bones were not correctly being exported. I set global transforms for the bones equal to (my_bone.fbxArm.matrixWorld * my_bone.restMatrix) * mtx4_z90. That appears to do the trick for me, though I can't say I fully understand how the terms are derived.
I've tested kngcalvn_fbx_test_new.fbx and our sample file in Maya & our FBX importer, and both work with the changes.
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pencil scatter and quake map export.
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edits), removed so this wont happen again.
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from Filiciss Muhgue (filiciss)
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Plus a few styling enhancements.
[[Split portion of a mixed commit.]]
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- added default options for unity3d, can add other defaults too
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