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2015-02-09Fix T43582: FBX IO: Handling of 'smooth edges' was rather flacky on both ↵Bastien Montagne
export and import. On export, we also want to tage as sharp edges from flat faces, and edges shared by more than two faces. On import, we want to tag all faces as smooth and enable autosmooth, when we only have smooth edge data...
2015-02-06Fix part of T43582: Importing Custom Normals with FBX fails.Bastien Montagne
Mess in filename props ID. Thanks one more time FBX for your beautiful demonstrations of pure logic insanity...
2015-02-04FBX import: add support for custom loop normals.Bastien Montagne
2015-02-04FBX import: fix for previous change to `elem_find_first_bytes`, add new ↵Bastien Montagne
`elem_find_first_string_as_bytes`, and remove exception for AllSame mapping...
2015-02-04FBX import: tweak a bit image/texture loading (e.g. try to use relpath ↵Bastien Montagne
first), add support for embeded images.
2015-02-04Minor import fixes (wrong string/bytes prop handling, previous fix re meshes ↵Bastien Montagne
was a bit too aggressive, forgot lamps, cameras & co).
2015-01-29Fix T43453: FBX Import: missing geometry with some messy FBX files.Bastien Montagne
Always expect FBX to do stupid things, and hence try to armor against it with deterministic handling of data...
2015-01-25Fix T43279: FBX exporter would fail on 'used' valid texslots with None texture.Bastien Montagne
I’m quite not sure whether such a situation is supposed to happen, but does not hurt protecting against it anyway.
2015-01-20FBX: Correction to the relative paths importSergey Sharybin
2015-01-19Update re `mesh.calc_normals_split()` changes in master.Bastien Montagne
2015-01-14rename IOHelperOrientation -> OrientationHelperCampbell Barton
2015-01-14Use new IOHelperOrientation class to handle forward/up axes.Bastien Montagne
Helps ensuring common behavior, and saves quite a few lines of code, too...
2015-01-06Fix T43148: FBX Export: Ignores auto smooth angle.Bastien Montagne
2015-01-06Fix T43141: FBX import issue with rigged character.Bastien Montagne
This report actually showed two different issues. First, handling of bind poses was basically useless trash. Blender does not have any real concept of bind pose, it uses parenting instead. So what we really need to do here is set matrix_parent_inverse according to bind matrices of armature and mesh. Second, mighty FBX actually has *two* different transform models (which combine into a nice monster using 13 matrices...). Added details in (huge) comment, but short story is FBX uses by default Maya tx model, but can also store Max one, which uses some kind of local diff additional transform (similar to our dloc & co I think). So had to add support for that too, which makes our code even more light and beautiful! Note those 'geometric transformations' might entertain us again, quite not sure I caught all cases where we have to take them into account. :/
2015-01-06FBX import: Cleanup.Bastien Montagne
Shorten some too long lines, factorize some imports on top of file (!!!), also done a few optimizations in some places where code was rather stupid. Nothing expected to change in behavior in this commit!
2015-01-04FBX import: Fix two stupid errors in recent reaftor, breaking mat idx import.Bastien Montagne
2015-01-02Fix T43095: FBX import: refactor mesh 'layers' handling.Bastien Montagne
As usual with FBX, 'official' doc of SDK says one thing, actual FBX files produced by 'official' apps say something else. This time, it’s about mapping types - looks like it is actually 'valid' to have layer arrays shorter than actual number of relevant geometry elements (verts, edges, etc.). Don't know how the SDK handles those case, for now we simply stop filling blen's data layers once we have reached the end of fbx data layer's array. Since I was messing with this code, I also refactored it a bit to make it more generic. Also removed some optimization (like when stride is 1), we loose a few percents of speed, but nothing critical, and code is much cleaner and generic now. Only had to keep one exception - seems common to have Poly data with 'IndexToDirect' mapping without any mapping data - ***sigh***!!!
2014-12-29FBX export: Update to use correctly new Object.matrix_localBastien Montagne
This matrix is finally really local to the parent, no more only to the parent object. Only working with master rBfb7ff31315a1 and later. Also, fixed some missing matrix copying...
2014-12-21Fix T42975: FBX export: Do not export empty groups.v2.73-rc1Bastien Montagne
Thanks to Squashwell (Harrison Nordby) for org report and patch.
2014-12-20Fix T42912: FBX export: Parenting to bones was broken.Bastien Montagne
2014-12-19Fix importer adding needless empty to armatures.Bastien Montagne
2014-12-19FBX export: Fix stupid own error regarding matrix_parent_inverse...Bastien Montagne
2014-12-19FBX fix: only considered an object as deformed by an armature if parent type ↵Bastien Montagne
is 'ARMATURE'!
2014-12-12Fix T42683: do not crash on importing trashy FBX files.Bastien Montagne
Looks like FBX allows corruption in its 'database', like UIDs only existing in Connection table, and just ignores it. When in Rome...
2014-11-27Fix T42730: FBX Binary Export - last frame of animations was not exported.Bastien Montagne
2014-11-20FBX Import: Long time request/todo: assign first read action to object ↵Bastien Montagne
automatically. This does by no mean handle complex setups, but most common basic situations should be read correctly, and it's much more user-friendly!
2014-11-20FBX: Consistency with previous commit/fix, export armature objects as 'Root' ↵Bastien Montagne
FBX nodes.
2014-11-20Fix T42482: FBX import issue when scale is not 1.0.Bastien Montagne
Looks like FBX's 'Root' bone is same as our armature object?
2014-11-13Fix T42586: Error when attempting to export FBX (non-invertible matrix).Bastien Montagne
Just use 'new' inverted_safe() everywhere we are not 100% sure the matrix is invertible...
2014-11-01Fix T42410: FBX Import: in **some** cases, se have to ignore pre/post ↵Bastien Montagne
rotation to get valid result. Yet another big breakthrough in FBX fantastic transformation handling! And yet another hacking parameter to get things imported better. Anyway, many thanks to artgolf1000 (Mingfen Wang) for finding that hack!
2014-10-13FBX IO: Cleanup in UI messages...Bastien Montagne
2014-10-13fix warnings with UI descriptionPhilipp Oeser
2014-10-12Fix T42190: FBX - script error when trying to export an animation without ↵Bastien Montagne
leaf-bones.
2014-10-10fix warning with UI descriptionAntony Riakiotakis
2014-10-09FBX Export: minor tweaks.Bastien Montagne
* Only export global animation if neither NLAStrips nor AllActions options are set. * Do not prepend '_' to groups' filenames in case of batchexport with no prefix given. Requested by Mango Jambo through mail.
2014-10-09Fix T42135: FBX Exporter Armature not linked to mesh.Bastien Montagne
This time, it was exporter that did not support bone parenting of mere objects. Also fixes a more general bug about parenting - matrix_parent_inverse was not taken into account at all for child objects!
2014-10-09FBX Export: Fix typo in previous commit.Bastien Montagne
2014-10-08Merged experimental code in 'stable' addon (mainly Jens Restemeier's summer ↵Bastien Montagne
work). Will remove experimental one soon. Keeping old 6.1 exporter active for now, though. Notes: * Not 100% happy with how complex code is now... Rather sure though refactor would take a huge amount of time, not worth it for now. * New code handles things like armature & animation import much much better than previous one, so definitively worth it. * New code also fixes some real bugs (like Blender-side of T42135). * Did a few cosmetic changes on the run, nothing serious. This should make FBX work complete, aside from a few nice TODOs that I'll tackle in comming weeks, in addition to ongoing bugbusting. Many thanks to Jens for his work on armature mess! :D
2014-10-04Fix T41922: FBX exporter causes crashes in other software when smoothing ↵Bastien Montagne
groups are active. Do not say we have a normal layer when we do not! Also, warn users about the fact that applying modifiers implies loosing all shape keys. That later point may be addressed ultimately, but not easily. :/
2014-10-03Fix T41931: FBX export: 'Group' batch export was using default scene unit scale.v2.72Bastien Montagne
Now, find the scene most 'used' by exported group elements, and use its unit settings!
2014-10-03FBX export: fix a strange bug where 'return a_list and a_bool' could return ↵Bastien Montagne
a_list instead of a bool?!
2014-10-01Fix T42029: FBX export: armatures linked to mesh only through modifier were ↵Bastien Montagne
not exported correctly. Now also check modifiers stack.
2014-10-01Grr, fix for previous FBX commit.Bastien Montagne
2014-09-30Fix T41999: "bake transformation" feature was not implemented for shapes.Bastien Montagne
2014-09-19FBX IO: Better info in header about blender & addon versions used to ↵v2.72-rc1Bastien Montagne
generate the FBX file.
2014-09-19FBX IO: Cleanup: fix stupid typo in func name!Bastien Montagne
2014-09-19Fix T41766: FBX (binary) exporter does not export actions with one frame ↵Bastien Montagne
animations. When we are exporting actions or strips from NLA, and an evaluated anim leads to no anim at all (like single-keyed actions or pure static ones), key all start and end frames. Note this might be overkill (due to baked anim, we will key *all* transform channels), but probably better than skipping completely those actions!
2014-09-13Fix T41808: FBX exporter does not properly position and rotate group instancesBastien Montagne
Forward/Up axes to FBX system was still wrong. Not happy with finding such issue at this stage of development. :/ Hopefully now we are OK (at least, checked all orientations with same basice file in Unity, all were imported OK).
2014-09-06Fix T41712: tris, do not allow zero-length bones.Bastien Montagne
We now this has to be rework completely anyway, but until then, better to avoid crash!
2014-09-06Fix T41712: bis - we can run into some cases where objects or bones have ↵Bastien Montagne
degenerated matrices, so better to use inverted_safe() in those cases.