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2018-11-08Update for changes in Blender's APICampbell Barton
2018-11-06Updates for change in ViewLayer RNA API.Bastien Montagne
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
2018-09-30FBX import: Fix removed 'show_edge_sharp' parameter from meshes.Bastien Montagne
That kind of display helpers are now fully overlays settings, no way for us to set that to meshes anymore.
2018-09-26FBX import: Add comment about how to handle texture clamping.Bastien Montagne
2018-09-24Fix FBX import of armatures.Bastien Montagne
Some typos, and missing named parameters...
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.
2018-09-10Merge branch 'master' into blender2.8Bastien Montagne
Conflicts: io_scene_fbx/export_fbx.py io_scene_fbx/import_fbx.py
2018-09-10Fix T56732: FBX camera import fails with assert(fbx_props[0] is not None).Bastien Montagne
Those asserts were already commented out in quiet a few places, now it's obvious that having that set of properties defined in actual data nodes is totally optional, so remove them alltogether. Also fixed a bug in property fetching, with newer (>= 7.4) FBX files we would never get templates... Stupid mistake. :/
2018-07-06Update for renaming lamp to light.Brecht Van Lommel
2018-03-19Fix T54354: FBX addon fails on "blen_read_shape" for fome fbx files.Bastien Montagne
Code would break on empty shapekey names, and was actually broken in all cases where Blender would have to alter the shapekey name when creating it.
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...
2018-01-22Fix T53812: FBX import fails with long custom property names.Bastien Montagne
This file also has insanely long object names etc. So added a generic way to handle names for Blender data (IDs, but also non-ID data like customprops names, UVLayers, etc.), by truncating names and adding seven digits from their sha1 hash to their end. Not sure how much an issue name collisions would be here, but in doubt that should not hurt. Too complex/risky of a change to add that one to 2.79a, though.
2018-01-22Fix T53841: Can not import .obj or .fbx generated from Marvelous DesignerBastien Montagne
FBX part at least - note that we are actualy coping with totally invalid FBX file, strings there should always be in utf-8 encoding as per offcial FBX doc... But this error-handling does not hurt really. Based in D3012 by Philipp Oeser (@lichtwerk). To be backported to 2.79a.
2017-11-06Fix T53254: Fbx import assertion error on some Enum custom property.Bastien Montagne
Do not try to get some string namecode of Enum items if string part of the custom FBX Enum property is empty! Just stick to basic int value in this case.
2017-10-19Fix T53103: FBX: Add diffuse_color material animation import.Bastien Montagne
Based on patch by Gábor Vásárhelyi (@vasarhelyi), just slightly modified mainly to avoid another extra dict.
2017-10-18Fix T53065: stupid animation linked to nothing in FBX file broke import.Bastien Montagne
2017-10-05Fix (unreported) broken FBX import after adding forth alpha component to vcol.Bastien Montagne
2017-09-20Fix T52846: Wrong normals when importing FBX from Revit.Bastien Montagne
Not sure when this has been broken, or whether it ever worked... To be backported to 2.79a should we do it.
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!
2017-05-27Move FBX importer's Cycles material 'convertor' to modules.Bastien Montagne
That way other addons may use it as well.
2017-03-19Cleanup: trailing spaceCampbell Barton
2017-02-01Fix T50566: FBX import fails to read file exported from ModoBastien Montagne
Fbx, fbx, fbx... The Fuzzy Format :(
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.
2016-04-29Enable material transparency when its alpha is below 1.0.Sandy Carter
Differential Revision: https://developer.blender.org/D1934
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...
2015-11-20Fix T46581: Import FBX: Blender 2,.76 version breaks mesh rotation on FBX ↵Bastien Montagne
import (from Makehuman) Regression from rBAd7fa659c6f9d4922, looks like here we do not want pre/post corrections... Man, those matrices transform are a complete nightmare, guess this only breaks for maya-like FBX (iirc 3dsmax-like ones do not use those pre/post transform stuff).
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...
2015-08-18Fix 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
2015-08-05Fix T45516: Our index generators can produce values below -1, consider all ↵Bastien Montagne
negative indices as 'skip' flags.
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.
2015-06-15Fix 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 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!
2015-04-14FBX 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!
2015-03-14Fix T43979: FBX Animation import regression.Bastien Montagne
To be backported to final release.