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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.
2015-03-10Fix T43954: New FBX Importer resets UVs of imported model.v2.74-rc1Bastien Montagne
Pretty stupid, UV/VCols were passed as a copied list instead of direct blend data. Not sure there was a reason for that, but now it was seriously conflicting with new advanced behavior of that code (to allow complex per vert/face/loop normal import into clnors)...
2015-03-05Fix T43899: FBX and OBJ importers after new RNA API 'cleanup'.Bastien Montagne
Caused by rBc755d8fbb520fbcf2a, can understand we want a 'good' (sigh) naming before release, but please ensure code already using it is updated then...
2015-02-22FBX import: also import 'polygon' normals as custom lnors.Bastien Montagne
Some FBX files store their normals as polygon ones (flat shading...). Note this code becomes a bit messy, will need some cleanup!
2015-02-21FBX import: Add some support of (custom!!!) Max property names for materials.Bastien Montagne
Patch by juicyfruit (Martijn Berger) with own minor edits, thanks!
2015-02-20FBX import: minor fixes (mostly, could try to load an image with None path...).Bastien Montagne
2015-02-18FBX importer: minor fix to normals import code.Bastien Montagne
2015-02-18Fix T43718: FBX: Do not 'crash' importer when there is too much data in a layer.Bastien Montagne
FBX... Looks like even using the SDK does not avoid many mistakes (I would suspect the countrary, actually).
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...
2015-02-04FBX import: add support for custom loop normals.Bastien Montagne
2015-02-04FBX import: fix for previous change to `elem_find_first_bytes`, add new ↵Bastien Montagne
`elem_find_first_string_as_bytes`, and remove exception for AllSame mapping...
2015-02-04FBX import: tweak a bit image/texture loading (e.g. try to use relpath ↵Bastien Montagne
first), add support for embeded images.
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).
2015-01-29Fix T43453: FBX Import: missing geometry with some messy FBX files.Bastien Montagne
Always expect FBX to do stupid things, and hence try to armor against it with deterministic handling of data...
2015-01-06Fix T43141: FBX import issue with rigged character.Bastien Montagne
This report actually showed two different issues. First, handling of bind poses was basically useless trash. Blender does not have any real concept of bind pose, it uses parenting instead. So what we really need to do here is set matrix_parent_inverse according to bind matrices of armature and mesh. Second, mighty FBX actually has *two* different transform models (which combine into a nice monster using 13 matrices...). Added details in (huge) comment, but short story is FBX uses by default Maya tx model, but can also store Max one, which uses some kind of local diff additional transform (similar to our dloc & co I think). So had to add support for that too, which makes our code even more light and beautiful! Note those 'geometric transformations' might entertain us again, quite not sure I caught all cases where we have to take them into account. :/
2015-01-06FBX import: Cleanup.Bastien Montagne
Shorten some too long lines, factorize some imports on top of file (!!!), also done a few optimizations in some places where code was rather stupid. Nothing expected to change in behavior in this commit!
2015-01-04FBX import: Fix two stupid errors in recent reaftor, breaking mat idx import.Bastien Montagne
2015-01-02Fix T43095: FBX import: refactor mesh 'layers' handling.Bastien Montagne
As usual with FBX, 'official' doc of SDK says one thing, actual FBX files produced by 'official' apps say something else. This time, it’s about mapping types - looks like it is actually 'valid' to have layer arrays shorter than actual number of relevant geometry elements (verts, edges, etc.). Don't know how the SDK handles those case, for now we simply stop filling blen's data layers once we have reached the end of fbx data layer's array. Since I was messing with this code, I also refactored it a bit to make it more generic. Also removed some optimization (like when stride is 1), we loose a few percents of speed, but nothing critical, and code is much cleaner and generic now. Only had to keep one exception - seems common to have Poly data with 'IndexToDirect' mapping without any mapping data - ***sigh***!!!
2014-12-20Fix T42912: FBX export: Parenting to bones was broken.Bastien Montagne
2014-12-19Fix importer adding needless empty to armatures.Bastien Montagne
2014-12-12Fix T42683: do not crash on importing trashy FBX files.Bastien Montagne
Looks like FBX allows corruption in its 'database', like UIDs only existing in Connection table, and just ignores it. When in Rome...
2014-11-20FBX Import: Long time request/todo: assign first read action to object ↵Bastien Montagne
automatically. This does by no mean handle complex setups, but most common basic situations should be read correctly, and it's much more user-friendly!
2014-11-20Fix T42482: FBX import issue when scale is not 1.0.Bastien Montagne
Looks like FBX's 'Root' bone is same as our armature object?
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...