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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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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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