Age | Commit message (Collapse) | Author |
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Blender has a limit for both vertex color layers and UV layers. The
functions `bpy.types.Mesh.vertex_colors.new()` and
`bpy.types.Mesh.uv_layers.new()` will return `None` once the limit
is reached. The FBX importer and glTF importer didn't handle this
case before and attempted to access the `data`, which failed. This
patch adds the missing checks. In case no vertex colors or uv map
can be created, the assignment of colors or uv coordinates is
skipped.
Reviewed By: mont29, julien
Differential Revision: https://developer.blender.org/D9613
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gracefully
If the 'Include Custom Normals' import option is used, and the FBX looks
like it has LayerElementNormal (but lacks the actual data), dont throw
an error, just print a warning and continue.
(this has a downside, since such stuff can easily go unnoticed then, but
this seems to be done elsewhere as well...)
Maniphest Tasks: T78083
Differential Revision: https://developer.blender.org/D8122
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Because, why would you stick to a single separator between name and
value, right? Where would be the fun in that?
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Further optimizations on top of rBA8e70aeae091c5b357.
Note that these changes require latest master (2.90.3 at least).
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Note that this patches changes how we insert keyframes, since we cannot
use the `'NEEDED'` option of the slower previous code, we may generate
more keys than needed.
This change gives about 60 times speedup when importing heavy animations
though, so think that trade-of is totally acceptable.
Patch by @Hotox, with some fixes and cleanup by @mont29.
Differential: https://developer.blender.org/D7762
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Please do not commit random things to code maintained by other people,
especially if you are breaking basic 101 things like codestyle. This is
loss of time for everybody. Even worse since not ansewring to comments
on original commit.
Also no need to add extra `text` parameters (and more useless UI
messages) in add-ons, when the only usage of the property's name itself
is in own add-on' UI...
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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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