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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!
2015-05-22FBX 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.
2015-05-18Minor cleanup, no need to add more lines than needed, we already have way ↵Bastien Montagne
too much in this addon.
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...
2015-05-18Fix json2fbx.py importBastien Montagne
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.
2015-04-18FBX IO: More visible warning that 'apply transform' is experimental!Bastien Montagne
People do not read tooltips it seems... Would not mind a big red flashing message even, but fear UI mafia would not be happy.
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!
2015-04-10Cleanup: imports (formatting)Campbell Barton
2015-03-26Fix T44131: FBX Export: During animation baking, code could try to set ↵Bastien Montagne
readonly properties.
2015-03-24Minor UI message fix.Bastien Montagne
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.
2015-03-24Fix T44089: restore default orientation axes of each addons to stae before ↵Bastien Montagne
rBAbfbabc0592b8. Now using a class factory to allow customization of those defaults axes, still way less verbose than previous code!
2015-03-14Fix T43979: FBX Animation import regression.Bastien Montagne
To be backported to final release.
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!
2015-03-10Fix 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)...
2015-03-09Fix 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)...
2015-03-06FBX: fix 7.4 exporter tooltip.Bastien Montagne
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...
2015-03-05avoid double lookup for library attrCampbell Barton
2015-02-25Fix T43812: Not all blender objects have a 'library' member...Bastien Montagne
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).
2015-02-17Fix 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...
2015-02-11FBX export: Rename 'Off' smoothing option, stupid name really from user PoV...Bastien Montagne
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...
2015-01-25Fix 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.
2015-01-20FBX: Correction to the relative paths importSergey Sharybin
2015-01-19Update re `mesh.calc_normals_split()` changes in master.Bastien Montagne
2015-01-14rename IOHelperOrientation -> OrientationHelperCampbell Barton
2015-01-14Use new IOHelperOrientation class to handle forward/up axes.Bastien Montagne
Helps ensuring common behavior, and saves quite a few lines of code, too...
2015-01-06Fix T43148: FBX Export: Ignores auto smooth angle.Bastien Montagne
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