Age | Commit message (Collapse) | Author |
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not invert)."
While it's nice to see attempts to fix cameras (their orientations are know
broken in some case for ages), this commit has several issues:
- It did not get any review.
- It changes default behavior.
- It adds yet another parameter.
- It does not actually fixes anything, nor does it explain anything.
The first two points in particular are red lights.
But the last two are also more and more annoying, unless someone can provide
a good, valid understanding of how camera orientation is supposed to work
in FBX, am fairly not keen on accepting any more hack like that.
This is just adding more parameters that users just don’t understand,
and which generates by themselves even more bug reports.
This reverts commit 9eddf664d68a2ed6be1bf17b0b26d6d66d81c0eb.
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invert).
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While it's an error case, the ascii detection caused
the missing file case to raise a full exception before running
code which handles this case more gracefully.
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that value was not exported, and imported with some weird conversion
without any proper explanation for it.
For now, just export and import the value as-is, we can always come back
and tweak it once we know what BumpFactor is supposed to be exactly in
FBX...
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We shouldn't have removed this, the option only works in specific cases.
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Looks like 'flags' of custom props are always supposed to be `A+U`, for
some... reasons? See T69554 discussions.
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We want to export editbone props in the 'edit data' NodeAttribute FBX nodes,
and the posebone props in the 'object data' Model FBX nodes...
Reported in T69554.
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Active collection and Selected objects are only valid when batch mode is
off, de-activate them in UI otherwise.
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Differential Revision: https://developer.blender.org/D5866
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Blender maps crease sharpness from internal [0, 1] to OpenSubdiv's
[0, 10] by squaring the value (see `get_edge_sharpness()`).
Other software seems to treat FBX crease as linear times 10 using OpenSubdiv.
This commits attempts to make FBX exported by Blender consistent with the
results from FBX exported from Maya regarding crease intensity.
Differential Revision: https://developer.blender.org/D5930
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Patch contributed by luzpaz.
Differential Revision: https://developer.blender.org/D5800
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From D5942, by Samuli Raivio (@bqqbarbhg), thanks.
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Note that such complex rig features remains barely supported anyway,
such complex setup will require some manual editing after import...
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Change in behavior of the add-on -> increase sub-version number.
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There are still other add-ons to fix.
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Changes in UI are significant enough to justify it.
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Reviewers: Severin
Maniphest Tasks: T69482
Differential Revision: https://developer.blender.org/D5671
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Updates importers/exporters for the new file-browser design. They are
now reorganized into sub-panels.
Updated the Blender version requirement (won't be compatible with older
Blender versions). Left the Add-on versions untouched, will leave that
up to Authors to change.
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Based on investigation and patch by Yannick (@kschoice), many thanks!
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Add option 'Export Subdivision Surface' to the FBX exporter (disabled by default).
When enabled the exporter will write the **last active Catmull-Clark subdivision surface modifier**
as FBX properties instead of applying it.
Edge crease data is also written to the FBX file if 'Use Creases' is enabled in the subsurf modifier.
Reviewers: mont29
Tags: #add-ons
Differential Revision: https://developer.blender.org/D4982
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Handle more gracefully the case where we cannot compute tangent space
for a mesh.
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Differential Revision: https://developer.blender.org/D5240
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Relative filepath having a 'absolute look' (starting with a path
separator) can lead to recursively checking for the whole root!
This is nasty, so try to avoid it by making relative paths actually
relative.
Based on D5143 (report and patch) by andreas atteneder (@atti), thanks!
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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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