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2018-09-10FBX: remove ASCII6.1 export support.Bastien Montagne
That old piece of code was deprecated-and-not-maintained-anymore-since-ages. Plus, increases consistency, since we never implemented import of ASCII FBX variants anyway... So now we only support binary 7.x versions.
2017-09-29I/O script changes for GSoC 2017 Vertex PaintCampbell Barton
These are changes to the ply and fbx export functions, and the ply import function, to deal with vertex color alphas as implemented in the GSoC 2017 Vertex Paint project - see T52910 & D2855
2017-03-19Cleanup: trailing spaceCampbell Barton
2015-12-08Use Python3.5's unpacking generalizationsCampbell Barton
2014-12-21Fix T42975: FBX export: Do not export empty groups.v2.73-rc1Bastien Montagne
Thanks to Squashwell (Harrison Nordby) for org report and patch.
2014-07-02Fix T40904: FBX exporter does not store parameter, which is used in FBX SDKs ↵Bastien Montagne
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).
2014-03-12Initial commit of new FBX 7.4 binary exporterBastien Montagne
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.
2013-10-15Fix a bug reported on IRC by mifth (a print was assuming org obj was a ↵Bastien Montagne
mesh...). Also cleaned up another debug print, we do not need those!
2013-10-14More FBX fixes regarding UV/textures, found while investigating a potential ↵Bastien Montagne
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.
2013-10-10Fix [#37029] FBX Export does not work if Mesh has no Material.Bastien Montagne
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.
2013-10-07Fix [#36985] FBX Exporter does not export UVs.Bastien Montagne
Grr, another stupid mistake, we always need me.uv_textures, even if we do not actually export textures!
2013-10-03Fix own stupid error in previous commit (deleting undeclared vars...).Bastien Montagne
2013-10-01Fix [#36854] FBX export error when using two uv mapsBastien Montagne
Stupid mistake, vcol was also affected…
2013-09-20Enhanced FBX export.Bastien Montagne
* 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!
2013-09-16Fix [#36268] FBX exporter precision min is too bigBastien Montagne
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!
2013-09-05patch [#36495] Improved FBX exporterCampbell Barton
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.
2013-08-21fbx export edge smoothing was negatedCampbell Barton
2013-08-09remove XNA hacksCampbell Barton
2013-08-08initial FBX importer, work in progress but can load...Campbell Barton
- 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.
2013-07-15remove unneeded checkv2.68Campbell Barton
2013-01-14minor style cleanup to povray export and fix for UI, setting booleans now ↵Campbell Barton
expects 0/1 only.
2012-11-14use alternate syntax to clear listsCampbell Barton
2012-09-11fix [#31622] .3ds importer doesn't do anything with the constrain_sizeCampbell Barton
2012-07-03Style edit (mostly), use """ for docstrings (not ''').Bastien Montagne
2012-05-24patch from Doug PerkowskiCampbell Barton
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.
2012-05-07fix [#31291] 2.63.0 export to Autodesk FBX (.fbx) is empty if no cameraCampbell Barton
2012-04-09fix for bad error exporting vertex locations twice.Campbell Barton
2012-03-23update addons enabled by default to use 'faces -> tessfaces' also grease ↵Campbell Barton
pencil scatter and quake map export.
2012-03-13option to export only deforming bones (defaults to True for Unity3D)Campbell Barton
2012-03-12Fix #30523: typo in FBX export of fog settings.Brecht Van Lommel
2012-03-08update fbx export for bmesh api changes.Campbell Barton
2012-01-04use sets for checking against multiple values.Campbell Barton
2011-12-24fix for change to row major matricesCampbell Barton
2011-11-25minor pep8 editsCampbell Barton
2011-11-19indentation edits and copy pyrimid from contrib (where I had made some ↵Campbell Barton
edits), removed so this wont happen again.
2011-11-14patch [#25979] fixes for addons/io_scene_fbx, io_scene_x3dCampbell Barton
from Filiciss Muhgue (filiciss)
2011-11-11minor formatting editsCampbell Barton
2011-11-06write out camera sensor width and height into FBXCampbell Barton
2011-10-17fix spelling errors for commentsCampbell Barton
2011-10-13fix [#28889] FBX only exports action with action groupsCampbell Barton
2011-10-11use library argument for bpy_extras.io_utils.path_reference(...)Campbell Barton
2011-10-06fix for shape key check failing on metaballsCampbell Barton
2011-10-05minor change to string formatting.Campbell Barton
2011-10-05shape key support for FBXCampbell Barton
2011-09-26corrections for addons to update for trunk.Campbell Barton
2011-09-23Fixed other “report type” issue as wellBastien Montagne
2011-09-19/trunk: Removed final points in UI strings and messages.Bastien Montagne
Plus a few styling enhancements. [[Split portion of a mixed commit.]]
2011-09-11pep8 edits & import cleanupCampbell Barton
2011-09-08pedantic pep8 editsCampbell Barton
2011-08-08use sets rather then tuples for if checks, python optimizes this case.Campbell Barton