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2019-05-11Fix (unreported) broken export due to API change.Bastien Montagne
Please update scripts when you do such changes...
2018-11-28Use collection and instance terminology in Python APISergey Sharybin
This follows naming convention agreed on in T56648.
2018-10-19Merge branch 'master' into blender2.8Brecht Van Lommel
2018-10-19Spelling fixes in comments and descriptions, patch by luzpaz.Brecht Van Lommel
Differential Revision: https://developer.blender.org/D3746
2018-10-16FBX IO: cleanup: replace OrderedDict usages by regular py dicts.Bastien Montagne
Python dictionaries are now ordered by definition, so no need to add extra thingy here anymore to keep our well-ordered FBX structure.
2018-10-16FBX IO: add support for exporting nodal shaders.Bastien Montagne
Getting textures to work was a bit tricky, since we basically have no more texture IDs in modern shaders (they are mere nodes). Modified specular conversion to be quadratic (between FBX Phong exponent to Pricipled specular factor). Also fixed several issues in both importers and exporters. And cleaned up ugly usage of 'mat' short name for materials in exporter (mat is reserved for matrix in Blneder code in general, 'ma' is short for material).
2018-10-13FBX Import: add back basic material import.Bastien Montagne
Using new ShaderWrapper from nodes_shader_utils. Note that porting is not exact same as in 2.7x (which was using cycles_shader_compat wrapper). New one does not support as many features, and not in the same exact way (since it's based on Principled BSDF), but goal here is to have soon a matching nodal material support in the exporter...
2018-10-11FBX import: cleanup: remove 'use_cycles' parameter.Bastien Montagne
That's now useless in 2.8, we always 'use cycles' materials. :p
2018-10-02FBX IO: fix wrong usage of COW data in exporter in dupli instances case.Bastien Montagne
That happened to work because our FBX object wrappers tend to get created frist with real data-blocks (and the key of a real and COW datablock would be the same)... But that definitively wasn't healthy behavior!
2018-09-21blender2.8 FBX IO: Fix basic dupli and anim.Bastien Montagne
Now exporting duplis and animation shall work, at least in basic cases (still have to check more complex ones).
2018-09-21Initial port of FBX to 2.8.Bastien Montagne
Default cube scene exports and imports ok (besides missing features like nodal material handling). Anything else is either known broken, or yet to be tested. :P Note that I raised main number of addon version, so that we can keep track of smaller fixes that can be done in both 2.7x and 2.8 versions of the addon.
2018-07-06Update for renaming lamp to light.Brecht Van Lommel
2018-02-19FBX IO: add support for import & export of camera focal length animation.Bastien Montagne
Requested in T54050, usually would not add new stuff to FBX but this looked like totally needed for compo needs...
2018-01-08Fix T53707: Error on export FBX object [PointLighs].Bastien Montagne
Inverse Coefficients decay method was added later, never made it to FBX exporter. Note that this is very limited approxiamtion/simplification here, we cannot really export this correctly. To be backported to 2.79a.
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.
2017-01-17Fix T50453: Add option to FBX export to apply render or preview modifiers.Bastien Montagne
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)!
2016-02-17Fix 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.
2016-02-12FBX 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.
2015-08-26Fix 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...
2015-08-12Fix T45756: FBX Export: bad handling of duplis (let's check on ↵Bastien Montagne
Object.is_duplicator, much cleaner solution).
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.
2015-07-15FBX 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
2015-06-26FBX 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! ;)
2015-06-23Fix 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.
2015-06-15Fix 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
2015-05-18FBX export: more twisting and co to attempt fixing scale/animation issue, ↵Bastien Montagne
still failing.
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!
2015-03-24Fix 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.
2015-03-09Fix T43935: FBX: Coordinate system axes exported incorrectly, resulting in a ↵Bastien Montagne
180 degree rotation of meshes. Issue found, investigated and fixed by ib_rod (Rod Boyd), thanks a bunch! And again, a special mention to the "quality" of FBX doc (even on official API level)...
2015-03-05avoid double lookup for library attrCampbell Barton
2015-02-25Fix T43812: Not all blender objects have a 'library' member...Bastien Montagne
2015-02-17Fix T43707: FBX 7.4 Binary Exporter replaces all meshes with the same name ↵Bastien Montagne
when working with linked libraries. Now take libname (lib namespace) into account when generating ID's name or key...
2014-12-29FBX export: Update to use correctly new Object.matrix_localBastien Montagne
This matrix is finally really local to the parent, no more only to the parent object. Only working with master rBfb7ff31315a1 and later. Also, fixed some missing matrix copying...
2014-12-20Fix T42912: FBX export: Parenting to bones was broken.Bastien Montagne
2014-12-19FBX export: Fix stupid own error regarding matrix_parent_inverse...Bastien Montagne
2014-12-19FBX fix: only considered an object as deformed by an armature if parent type ↵Bastien Montagne
is 'ARMATURE'!
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...
2014-11-01Fix T42410: FBX Import: in **some** cases, se have to ignore pre/post ↵Bastien Montagne
rotation to get valid result. Yet another big breakthrough in FBX fantastic transformation handling! And yet another hacking parameter to get things imported better. Anyway, many thanks to artgolf1000 (Mingfen Wang) for finding that hack!
2014-10-09Fix T42135: FBX Exporter Armature not linked to mesh.Bastien Montagne
This time, it was exporter that did not support bone parenting of mere objects. Also fixes a more general bug about parenting - matrix_parent_inverse was not taken into account at all for child objects!
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
2014-10-03FBX export: fix a strange bug where 'return a_list and a_bool' could return ↵Bastien Montagne
a_list instead of a bool?!
2014-10-01Fix T42029: FBX export: armatures linked to mesh only through modifier were ↵Bastien Montagne
not exported correctly. Now also check modifiers stack.
2014-09-30Fix T41999: "bake transformation" feature was not implemented for shapes.Bastien Montagne
2014-09-19FBX IO: Cleanup: fix stupid typo in func name!Bastien Montagne