Age | Commit message (Collapse) | Author |
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Not sure when that mistake was introduced, Armature modifier is not
considered a 'real' modifier to be baked, from FBX exporter point of
view...
Reported/followup from T64994.
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Classical stupid issues when trying to shorten an utf8 string to match a
given bytes length... ;)
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of orig custom data layers.
Now we can get full-featured mesh with new system too.
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3DSMax can produce pure white `TransparentColor` with (default, from
template) `TransparencyFactor` of 0.0... Looks like we are supposed to
use `Opacity` then... sigh...
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We cannot reliably use `mesh.materials`, since those might be empty when
materials are only assigned/linked to the object...
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Reviewers: sergey
Differential Revision: https://developer.blender.org/D4883
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Addresses new behavior of object.to_mesh().
This is corresponding part for D4875.
Reviewers: brecht
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D4876
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Mainly search-and-replace approach.
Tested the enabled-by-default export/import addons. Seems to work with
an exception of X3D which is still referencing Blender Internal material
properties.
Reviewers: brecht
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D4866
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Much better option than using Principled's Transmission setting.
Related to T64609.
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This reverts commit 55d0ff708c617f190fd898c37f90b70a2fd6a293.
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This reverts commit 9524a08a60cf570e9b0540a6ae195a269b403817.
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Sequell to rB55d0ff708c617f, grrrrr....
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Looks like FBX also likes to make a mess with materials' behaviors...
Many thanks to Thomas Chollet (@thomasch) for his help understanding how
Unity handles materials' alpha when importing from FBX.
Hopefully this won't break any other importer... ;)
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Please update scripts when you do such changes...
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Although we had no way to reproduce the issue, that fix indeed seems
needed from code logic point of view.
Investigation and patch by Pete Chown (@PeteX), thanks!
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Currently all empty shape keys are not exported when exporting as FBX. The reason for this is that empty shape keys cause issues like crashing Unity. This can cause confusion because it is done without explanation.
This patch fixes this by making the shape keys technically empty while still keeping them intact and working as shape keys.
Reviewers: campbellbarton, mont29
Reviewed By: mont29
Tags: #bf_blender_2.8, #addons
Differential Revision: https://developer.blender.org/D4496
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We need a way for add-ons to generate a temp render depsgraph and
evaluate it, for this to work again, with new Blender 2.8 design.
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more maps.
Do not do 'smart' init of our UV/VCol data layers, this is lost
computation and can generate issues when not all items are explicitely
defined in FBX file.
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This reverts commit 96a51679699c75e1a08f2d91b2b055bf6430e9d1.
My tests fail to test this properly. They key elements here are not
Blender's keyframes. I need to tackle this differently.
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If all the keyframes were set to constant interpolation.
Reviewers: mont29
Differential Revision: https://developer.blender.org/D4429
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Please do basic grep on whole source repo (including add-ons & co) when
removing RNA property (or any other change affecting the API)...
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Blender only supports 8 UVMaps per mesh, avoid crashing addon when
trying to import more.
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Usual crap with PoS of FBX... feeling bad though, that report skipped
out of my radar for too long. :|
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Quiet hard to believe, but looks like that critical recursive call has
never been there... This basically broke any real-life case of 'objects
parented to bones' relationships.
Scaling issues remain though, this will be for some other time.
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Looks like we need to not merge UVs from different islands into same set
of coordinates in the 'compressed' mapped storage of FBX data, seems to
be the way for that piece of crap of a wanabe format to convey islands
concept...
Gets the code even more cryptic, yay!
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Identity checks should never be used with strings, it may fail based on
Python's interning logic.
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'_RNA_UI' (and rna runtime properties) should not be included, these
would have been included as string properties causing errors on reimport
backport rBAe4f4053de64e (fix for T59202) from 2.8 branch
Differential Revision: https://developer.blender.org/D4068
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'_RNA_UI' (and rna runtime properties) should not be included, these
would have been included as string properties causing errors on reimport
Fixes T59202
Differential Revision: https://developer.blender.org/D4068
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Indirectly reported in T59162. We do not have access to render depsgraph
currently, so we need to work on `show_viewport` option of modifiers we
want to hide when generating temp export mesh, instead of `show_render`
one...
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This follows naming convention agreed on in T56648.
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Also extended a bit the options for batch exporting (collections give
more ways to organize your scene).
And added non-batch option to only export objects from active Collection.
'partial' support because until we can force generate depsgraph for
inactive view layers, we cannot support exporting instances (dupli
objects etc.) for batches.
TODO: move the batch logic to IO helpers, that could be another
decorator, to easily add the same feature to all exporters able to
export several objects...
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Differential Revision: https://developer.blender.org/D3746
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Python dictionaries are now ordered by definition, so no need to add
extra thingy here anymore to keep our well-ordered FBX structure.
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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).
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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...
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That's now useless in 2.8, we always 'use cycles' materials. :p
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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!
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That kind of display helpers are now fully overlays settings, no way for
us to set that to meshes anymore.
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Some typos, and missing named parameters...
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