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2017-01-17Fix T50453: Add option to FBX export to apply render or preview modifiers.Bastien Montagne
2016-11-18Fix T50045: FBX Export Scale (global_scale) is applied twice.Bastien Montagne
Do not store export scaling, this is internal runtime data specific to exporter, it’s applied already in objetcs' matrices, and has nothing to do with actual FBX global scaling.
2016-10-31Fix T49873: FBX exporter not handling correctly Object-assigned materials.Bastien Montagne
Note that FBX still links materials to geometry, so we have to export own version of mesh in that case (i.e. Object-materials break instancing if any).
2016-08-30Fix T49197: all virtual leaf bones had same uuid.Bastien Montagne
Kinda odd nobody noticed this so far :/ Also, cleanup: do not loop over key/value of a dict when you only need the keys...
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.
2016-06-10Fix T48631: FBX setting "bake_anim_use_nla_strips": True, fails to export ↵Bastien Montagne
unique animations to each take. Active action of object's animdata would override actual NLA's strip animation...
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)!
2016-04-08Fix 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...
2016-02-17Fix T47457: FBX export: Force full keying in case Simplify factor is set to 0.0Bastien Montagne
Note that it will export all sampled values - even for actually non-animated channels, not really possible to avoid that without a hell lot more of code, and this rea is convoluted enough right now.
2016-02-15Don't use context.active_objectCampbell Barton
This can fail in some cases (batch converting for example).
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.
2015-08-23Fix 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...
2015-08-17Fix 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...
2015-08-05Fix related to T45584: 'NLA Strips' animation export mode was not using ↵Bastien Montagne
'Force Start/End Keying' correctly.
2015-07-15FBX export: add option to not key first/last frames of an exported action.Bastien Montagne
User request (see T45438).
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.
2015-06-15Fix T45080: Scale of exported .fbx is wrong in 2.75.Bastien Montagne
Man... this scaling issue becomes ridiculous! Tried to fix it again also regarding (what is supposed to be) FBX scale/units handling. Since we store Blender's unit system (with 1BU == 1m in case of none) as the UnitScaleFactor element, we actually *do not* have to also scale objects themselves... In theory. Since I have to wait hours here to get my UE4 repo updated and rebuild the monster, comitting this now, we'll see later for FBXSDK behavior.
2015-05-22FBX export: do not embed a same file more than once!Bastien Montagne
2015-05-22Attempt to fix T44442: Avoid '.fbm' dir creation by not creating empty ↵Bastien Montagne
'Content' elements. This sounds suspicious to me, but it’s FBX, so could be the solution, we'll see...
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'.
2015-05-19FBX export: Do not write skinning weights/indices if empty.Bastien Montagne
2015-05-18FBX export: angles are in degrees in FBX (*sigh* again).Bastien Montagne
2015-05-18FBX export: more twisting and co to attempt fixing scale/animation issue, ↵Bastien Montagne
still failing.
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.
2015-04-14FBX 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!
2015-03-26Fix T44131: FBX Export: During animation baking, code could try to set ↵Bastien Montagne
readonly properties.
2015-03-24Fix T41719: UE4 - Blender FBX Export to Unreal Engine 4 Bone Translation Error.Bastien Montagne
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.
2015-03-12Fix T43929: Exporting a mesh with shape keys as FBX with smoothing, creates ↵Bastien Montagne
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!
2015-02-09Fix T43582: FBX IO: Handling of 'smooth edges' was rather flacky on both ↵Bastien Montagne
export and import. On export, we also want to tage as sharp edges from flat faces, and edges shared by more than two faces. On import, we want to tag all faces as smooth and enable autosmooth, when we only have smooth edge data...
2015-02-06Fix part of T43582: Importing Custom Normals with FBX fails.Bastien Montagne
Mess in filename props ID. Thanks one more time FBX for your beautiful demonstrations of pure logic insanity...
2015-02-04Minor import fixes (wrong string/bytes prop handling, previous fix re meshes ↵Bastien Montagne
was a bit too aggressive, forgot lamps, cameras & co).
2015-01-25Fix T43279: FBX exporter would fail on 'used' valid texslots with None texture.Bastien Montagne
I’m quite not sure whether such a situation is supposed to happen, but does not hurt protecting against it anyway.
2015-01-19Update re `mesh.calc_normals_split()` changes in master.Bastien Montagne
2015-01-06Fix T43148: FBX Export: Ignores auto smooth angle.Bastien Montagne
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.
2014-11-27Fix T42730: FBX Binary Export - last frame of animations was not exported.Bastien Montagne
2014-11-20FBX: Consistency with previous commit/fix, export armature objects as 'Root' ↵Bastien Montagne
FBX nodes.
2014-11-13Fix T42586: Error when attempting to export FBX (non-invertible matrix).Bastien Montagne
Just use 'new' inverted_safe() everywhere we are not 100% sure the matrix is invertible...
2014-10-12Fix T42190: FBX - script error when trying to export an animation without ↵Bastien Montagne
leaf-bones.
2014-10-09FBX Export: minor tweaks.Bastien Montagne
* Only export global animation if neither NLAStrips nor AllActions options are set. * Do not prepend '_' to groups' filenames in case of batchexport with no prefix given. Requested by Mango Jambo through mail.
2014-10-09FBX Export: Fix typo in previous commit.Bastien Montagne
2014-10-08Merged experimental code in 'stable' addon (mainly Jens Restemeier's summer ↵Bastien Montagne
work). Will remove experimental one soon. Keeping old 6.1 exporter active for now, though. Notes: * Not 100% happy with how complex code is now... Rather sure though refactor would take a huge amount of time, not worth it for now. * New code handles things like armature & animation import much much better than previous one, so definitively worth it. * New code also fixes some real bugs (like Blender-side of T42135). * Did a few cosmetic changes on the run, nothing serious. This should make FBX work complete, aside from a few nice TODOs that I'll tackle in comming weeks, in addition to ongoing bugbusting. Many thanks to Jens for his work on armature mess! :D
2014-10-04Fix T41922: FBX exporter causes crashes in other software when smoothing ↵Bastien Montagne
groups are active. Do not say we have a normal layer when we do not! Also, warn users about the fact that applying modifiers implies loosing all shape keys. That later point may be addressed ultimately, but not easily. :/
2014-10-03Fix T41931: FBX export: 'Group' batch export was using default scene unit scale.v2.72Bastien Montagne
Now, find the scene most 'used' by exported group elements, and use its unit settings!
2014-10-01Fix T42029: FBX export: armatures linked to mesh only through modifier were ↵Bastien Montagne
not exported correctly. Now also check modifiers stack.