Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender-addons.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
AgeCommit message (Collapse)Author
2017-03-19FBX IO: remove usage of register_module.Bastien Montagne
2017-03-19Cleanup: trailing spaceCampbell Barton
2017-02-28Cleanup: Greyscale --> GrayscaleAaron Carlisle
2017-02-01Fix T50566: FBX import fails to read file exported from ModoBastien Montagne
Fbx, fbx, fbx... The Fuzzy Format :(
2017-01-17Fix T50453: Add option to FBX export to apply render or preview modifiers.Bastien Montagne
2016-11-25Fix T50101: FBX Import only works once per session.Bastien Montagne
2016-11-18Fix T50045: FBX Export Scale (global_scale) is applied twice.Bastien Montagne
Do not store export scaling, this is internal runtime data specific to exporter, it’s applied already in objetcs' matrices, and has nothing to do with actual FBX global scaling.
2016-10-31Fix T49873: FBX exporter not handling correctly Object-assigned materials.Bastien Montagne
Note that FBX still links materials to geometry, so we have to export own version of mesh in that case (i.e. Object-materials break instancing if any).
2016-10-24FBX: enable import of 7500 (FBX2016) files.Bastien Montagne
Looks like only change here was that binary switch from uint32 to uint64 for some core metadata of the format. At leas, could import some 7500 files here with that mere change. Thanks again @xchip (Raul Aguaviva) for finding the culprit in T49822!
2016-10-24FBX: Fix fbx2json tool for 7500 FBX files (FBX2016).Bastien Montagne
Based on patch from T49822, thanks a bunch for investigation. Change is actually pretty limited - 7500 now uses some uint64 instead of uint32 integers as some root element info (like size etc.), and accordingly raised the 'stop nested data' marker from 13 to 25 NULL bytes. Next step: check if we can make actual importer load FBX2016 files that simply!
2016-09-22Fix T49412: We do not support FBX 7500 and above, at least properly report ↵Bastien Montagne
it to users. Those ... people? at AD changed the whole format on binary level it'd seem, even low-level, binary parsing is broken with those files, nothing else to do but go back to binary hacking/inspection of new files if we want to support them... will let that to someone else, FBX has successfully exhausted my patience since years already, even all the backup emergency reserves I had.
2016-08-30Fix T49197: all virtual leaf bones had same uuid.Bastien Montagne
Kinda odd nobody noticed this so far :/ Also, cleanup: do not loop over key/value of a dict when you only need the keys...
2016-07-31Fix T48977: rigged meshes' animation is not really supported in FBX.Bastien Montagne
rigged meshes are global, but implicitly local to their armature... so far was exporting their animation in global space, and trying to correct it back to local on import, but this cannot work that way - and actually does not make much sense. So for now, fully disabling tranform animation of rigged meshes. Did quick check with Unreal engine, and looks like it is totally ignoring any rigged mesh animation anyway. If a kind miracle gives us some day full specs of that format, we may learn what exact behavior is expected in that case.
2016-06-24Fix T48713: Problem when importing FBX file with 2 armatures.Bastien Montagne
Yet another case of the infamous 'iterating over something while modifying it' issue. Here, setting parent of a node actually modifies the children list of its previous parent, which resulted in missed items in the iteration.
2016-06-10Fix T48631: FBX setting "bake_anim_use_nla_strips": True, fails to export ↵Bastien Montagne
unique animations to each take. Active action of object's animdata would override actual NLA's strip animation...
2016-05-01Fix T48322: Proxy Armature Animations are not exported to FBX.Bastien Montagne
This is the 'proxy case', only fixable one for now (linked object have un-editable animdata.action, so we cannot export animations for them for now). Issue was simply that armature modifier of linked mesh object still 'points' to linked armature object, and not to its local proxy. Fix is luckily easy (for once)!
2016-04-29Enable material transparency when its alpha is below 1.0.Sandy Carter
Differential Revision: https://developer.blender.org/D1934
2016-04-08Fix T48089: Animation won't export to FBX in case active action is read-only ↵Bastien Montagne
(some NLA usages). Skip 'all actions' options for those objects...
2016-02-17Fix T47457: FBX export: Force full keying in case Simplify factor is set to 0.0Bastien Montagne
Note that it will export all sampled values - even for actually non-animated channels, not really possible to avoid that without a hell lot more of code, and this rea is convoluted enough right now.
2016-02-15Don't use context.active_objectCampbell Barton
This can fail in some cases (batch converting for example).
2016-02-12FBX exporter: add option to choose which type of FBX node to use as armature.Bastien Montagne
By default, Blender uses a 'Null' one (rouglhly equivalent to our Empty), but now user can also choose a 'Root' or even plain "LimbNode". This seems to be necessary to hack around some Unity bug (see T47325). WARNING: the 'LimbNode' option *does not* import back correctly in Blender. Use it in pure export-only cases.
2015-12-08Use Python3.5's unpacking generalizationsCampbell Barton
2015-12-02Fix T46912: FBX import from Wow Model Viewer not working.Bastien Montagne
First file ever having 'Limb' (in addition to 'LimbNode'!) bones... Looks like we can more or less use them as 'LimbNode' ones, though.
2015-12-02Fix related to T46912: Check a bit better we get a valid object generated ↵Bastien Montagne
from crappy FBX data. Also print version of FBX file in console messages.
2015-12-02Fix T46910: FBX import error due to unrecognized property flags set.Bastien Montagne
Get rid of those flags asserts in read code, we do not use them anyway, and our goal is not to be a FBX format validator, especially since there is no public FBX format...
2015-11-20Fix T46581: Import FBX: Blender 2,.76 version breaks mesh rotation on FBX ↵Bastien Montagne
import (from Makehuman) Regression from rBAd7fa659c6f9d4922, looks like here we do not want pre/post corrections... Man, those matrices transform are a complete nightmare, guess this only breaks for maya-like FBX (iirc 3dsmax-like ones do not use those pre/post transform stuff).
2015-10-13Fix error in case FBX file specifies no known pre-defined FPS and a null ↵Bastien Montagne
custom fps value... Patch by Julian (joolsa). Differential Revision: https://developer.blender.org/D1551
2015-08-26Fix T45913: FBX Import: Add option to not import animations.Bastien Montagne
Can be handy sometimes, especialy with files which should not be animated and yet contain animdata...
2015-08-23Fix T45875: FBX export: Shape keys reset relative shape to basis.Bastien Montagne
More a TODO than a bug actually, handling of skeys based on other skey was simply not implemented so far.
2015-08-21Fix T45859: FBX Export: Some objects are not instances.Bastien Montagne
This was due to the fact that we generate temp meshes when applying modifiers - but in dupliobject instances cases, this can be avoided. Also cleaned up a bit mesh data area, and fixed wrong template user number in this case.
2015-08-20FBX Export: Write version of FBX addon too!Bastien Montagne
Grrrr, could have sweared I had done that since ages...
2015-08-18Fix T45834: FBX Importer failed to importer.Bastien Montagne
This file actually showed several issues: *Not always using safe 'get_bind_matrix' *Not protecting against zero-length bones in the force-connect area
2015-08-17Fix T45813: FBX export: add dummy stringification of custom props which are ↵Bastien Montagne
not directly supported by FBX format. This allows some thrid party app to have someting to parse if needed. Quite obviously, this only applies to exporter.
2015-08-12Fix T45756: FBX Export: bad handling of duplis (let's check on ↵Bastien Montagne
Object.is_duplicator, much cleaner solution).
2015-08-05Fix T45677: Explicitely ignore dupli instances of armatures, this is not ↵Bastien Montagne
supported currently. Doubt to implement this any time soon, armatures and duplis are both complex area, if you combine them together you get a Gordian knot (and have no right to cut it!). Also, this commit fixes a stupid mistake - dupli objects types were not checked at all before...
2015-08-05Fix T45516: Our index generators can produce values below -1, consider all ↵Bastien Montagne
negative indices as 'skip' flags.
2015-08-05Fix related to T45584: 'NLA Strips' animation export mode was not using ↵Bastien Montagne
'Force Start/End Keying' correctly.
2015-07-19Fix T45487: fbx exporting weird keyframes.Bastien Montagne
Previous 'simplifying' code was not handling correctly micro-fluctuations around zero (caused by ugly float precision issues). Rewrote it more or less completely, new code is simpler and only based on relative difference (by default, it keys each time the diff is above 1e-4, and above 1e-4 * magnitude_of_values). Might produce more keys in some cases, but at least 'noise' shall never be exported again.
2015-07-18FBX IO: Fix stupid mistake in recent UI refactor.Bastien Montagne
2015-07-15FBX IO: Bring back UI into controll!Bastien Montagne
UI of exporter (and, to some extent, importer) was wildly rampaging available space with all its options. Now we switch to some tab-like drawing, helps keeping things reasonable, and that categorization should also help user to understand a bit better all those settings. Also added some more 'UI-compacting' tweaks. Let's hope 'muscle memory' bawling won't be too loud...
2015-07-15FBX export: add option to not key first/last frames of an exported action.Bastien Montagne
User request (see T45438).
2015-07-14Fix T45426: fbx exporting animation of 'noise' produced by float precision ↵Bastien Montagne
error. Looks like our absolute max diff in animation simplification process was a bit too low, raised it from 1e-6 to 1e-5, fixes the issue in reported file at least.
2015-07-12FBX IO: Atempt to fix camera/lamp orientations issues.Bastien Montagne
2015-07-12FBX Import: Add option to not import custom normals.Bastien Montagne
2015-07-05Fix T45322: 'force connect' bones not working correctly with leaf ones when ↵Bastien Montagne
'remove leaves' option is set. Also, refined the whole 'force connect' behavior, such that bones having several children also get their tail position adjusted to the average children head positions. This shall finalize our support for 'point-only' based armatures. And to think that original FBX had a real bone-type armature... :'(
2015-07-03FBX Import: Fix (unreported) embeded images not always loaded.Bastien Montagne
2015-07-03Fix T45291: empty bytes/string nodes seems to be valid... *sigh*Bastien Montagne
2015-06-29Fix for 'load_modules' test.Bastien Montagne
2015-06-29FBX import: enhancement related to T45157: do not force-connect children whenBastien Montagne
there are several ones with different 'head' positions. Also, fix a minor bug from previous 'multi-armatures for a single mesh' commit.
2015-06-28Fix T45171: FBX importer can't handle mesh bound to multiple armatures.Bastien Montagne
There were two issues here: I) Since an object can only have *one* parent, it it gets created only during its parent's creation, we could end in situation where we would be creating an armature that would need its 'fake' children mesh objects, before we have actually created this mesh object (which would only happen during creation of the only armature that would be its *real* parent). This was solved by decoupling object creation/instancing and creation of objets' relationships. II) We were only storing one set of binding data (matrices) per mesh, which obviously failed when binding several armatures to a single mesh. Simply fixed by storing one set of binding data per mesh per armature. FBX can store on set of binding matrices per mesh per bone, but this is not supported by Blender!