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2022-10-07Fix T99876: FBX exporting animation with 1 fpsBastien Montagne
As suggested by Omar Emara (@OmarSquircleArt), break after first matching framerate found, instead of searching the whole list everytime, ending up selecting the last matching value. NTSC 'drop frame' type are rather unusual, they should never be auto-selected anyway.
2022-09-14FBX: support new color attributes, and sRGB/Linear/None colors option (T98721)Aras Pranckevicius
FBX exporter code was only supporting "Face Corner - Byte Color" attribute type, using the deprecated Mesh.vertex_colors API. Update the to use the new attributes API, and to handle all the attribute combinations. An option to pick between sRGB (default, matches current behavior), Linear (requested in T82847) or None (don't export/import any color attributes) has been added to the exporter and the importer. Reviewed By: Bastien Montagne Differential Revision: https://developer.blender.org/D15942
2022-08-09Cleanup: fix typos in blender addonsBrecht Van Lommel
Contributed by luzpaz. Differential Revision: https://developer.blender.org/D15646
2022-07-11Fix FBX IO handling of BoundaryRule enum values.Samuli Raivio
Support for BoundaryRule (how to handle edges/vertices in subdivision surface) was added in rBA9a285d80167f, but the values between 'CreaseAll' and 'CreaseEdge' were inverted. Reviewed By: mont29 Differential Revision: D15035
2022-06-13Fix T98345: Import von FBX didn't work.Bastien Montagne
Highly suspect the source FBX file to be broken, but investigating a 20MB binary FBX file is not really an option right now, so cannot be 100% sure. This can only be realistically investigated if we get a much smaller reproducible case. In the mean while, add similar check about indices validity for source FBX data as we already have for destination Blender data arrays. This allows to keep importing instead of 'crshing' the import process at least.
2022-06-13Fix T98604: FBX import does not handle some framerate codes.Bastien Montagne
Add missing values to the `FBX_FRAMERATES` data, including those that Blender does not really support (the NTSC 'drop frames' variants, better to have them mapped to regular NTSC framerate than completely ignored).
2022-06-03Cleanup: remove <pep8 compliant> commentCampbell Barton
This is no longer necessary, see: T98554.
2022-04-05FBX Export: Add Limit To > Visible Objects checkbox to match GLTF exportThomas Hope
This change adds options to FBX Export intended to mirror existing options available in GLTF export, namely: Include > Limit To > Visible Objects. The GLTF options were discussed and agreed on in this discussion: https://github.com/KhronosGroup/glTF-Blender-IO/issues/1139 And implemented in this change: https://github.com/KhronosGroup/glTF-Blender-IO/pull/1361/commits/f39e14c1ba1310576614eed919e08950f68793fb Reviewed By: mont29 Differential Revision: https://developer.blender.org/D14539
2022-03-28Add "Triangulate Faces" option to FBX exportSamuli Raivio
I noticed the FBX export was missing a triangulation option seen in other software and other Blender exporters such as .obj. This feature is rather useful for example for ensuring consistent normal map baking in third party software, where tangent space gets easily messed up with tools using mikktspace that depends on triangulation choices. This patch adds a "Triangulate Faces" option in the export options similarly to what the Wavefront OBJ exporter has. Diff-wise it's rather simple by reusing the temporary mesh creation from "Apply Modifiers". Reviewed By: mont29 Differential Revision: https://developer.blender.org/D14352
2022-03-15Cleanup: fix source comment typosBrecht Van Lommel
Contributed by luzpaz. Differential Revision: https://developer.blender.org/D14312
2022-03-08Fix T96076: Work around invalid shininess values in some FBX file.Bastien Montagne
An exponent should never be negative... but FBX files being FBX files, just add a 0.0 clamping to that value.
2022-03-08Group FCurves by bone name when importing from FBX or BVHNils Hasler
When importing an animation from FBX or BVH the fcurves are currently shown as a very long list in the dope sheet. When you manually create a keyframe they are grouped by bone name, which is much more user friendly. This patch groups imported animations by bone name too. The changes are trivial: * In the FBX case it was falsely using the object name to group all curves rather than the bone name. * The BVH importer simply wasn't using the grouping feature at all. Reviewed By: mont29 Maniphest Tasks: T82472 Differential Revision: https://developer.blender.org/D11269
2022-02-23Merge branch 'blender-v3.1-release'Bastien Montagne
2022-02-23Fbx Import: Fix redundancy in action nameslucas veber
This commit aims at fixing the (very) redundant action names when importing animation data from Fbx files. By default importing actions from an animated Fbx skeleton file leads to this: **skeleton_name|skeleton_name|action_name|skeleton_name|action_name** It works this way: **id_data.name|stack_name|layer_name** These containers are generally made of the exact same strings multiple time. This is a proposal to avoid such redundancy by stripping the "layer_name" in case it's identical to the "stack_name" I'm not sure yet if one of them could be always skipped, I haven't experienced cases when they are different. With this patch actions are named: **skeleton_name|skeleton_name|action_name** It could still be improved, since the "id_data.name" is generally the armature name, already contained in the "stack_name". But sometimes it's not (for Shape Keys for example: Key|skeleton_name|action_name) Maybe more checks could be added to avoid redundancy even more. Just to open the discussion about it... Reviewed By: mont29 Differential Revision: https://developer.blender.org/D14130
2022-02-15FBX: Add support for camera DoF/FocusDistance export (with animation).Bastien Montagne
Follow up to previous commit adding it to import side of things.
2022-02-15FBX Import Addon: Import focus distance for cameraSteff Kempink
Credits go to a coworker (he wanted to be referred to as "prutser") who was importing some camera animations, just wanted it to work, but not create a Blender account ;(. After this patch FocusDistance is applied to the Blender camera. Reviewed By: mont29 Differential Revision: https://developer.blender.org/D6666
2022-02-11File headers: use SPDX license identifiersCampbell Barton
See T95597
2022-02-07Fix missing removal of references to proxy (removed in master).Bastien Montagne
2022-01-10FBX Export: add .blend file path to the FBX header.Richard Brenick
It's handy being able to track where fbx files originate from. Reviewed By: mont29 Differential Revision: https://developer.blender.org/D13788
2022-01-10Fbx IO: improve export speed of 'rested' armaturesSaravanan
As part of Fbx Export, while handling Armature modifiers for Meshes, each armature's position is backed up, then put into REST position for exporting, and then restored back to original position. A dependency graph update is triggered at the end of this. This commit avoids the whole backing position setting + depsgraph update in case the armature is already in rest position. As an example, a model which I am developing for a game used to take 20 minutes for the Fbx Export. After this change, it only takes 20 seconds. Reviewed By: mont29 Differential Revision: https://developer.blender.org/D13712
2022-01-05Cleanup: fix typos in source codeBrecht Van Lommel
Contributed by luzpaz. Differential Revision: https://developer.blender.org/D5801
2021-11-29Fix Amaranth and FBX cycles visibility settings.Thomas Dinges
These were moved to the object level in rBca64bd0aacda.
2021-11-22Fix T93209: FBX export error if there is an action in NLA tweakmodePhilipp Oeser
Code tried to set the action to None, but in this case, the action is read-only. If we find such a case, now set tweakmode to False temporarily and restore after actions have been processed. Maniphest Tasks: T93209 Differential Revision: https://developer.blender.org/D13286
2021-11-16FBX Import: fix exception on interleaved armature and other nodes.Alexander Gavrilov
If the file contains a parent chain that interleaves nodes with is_armature true and false, the parent armature may wrongly pick up meshes owned by the child, causing an exception later. No idea if such FBX files are valid or malformed, but this is a simple fix. Differential Revision: https://developer.blender.org/D13224
2021-09-29FBX export / subdivision: Write proper boundary ruleSamuli Raivio
Currently when exporting a subdivision surface (//Geometry / Export Subdivision Surface// enabled) the exporter uses a hard-coded BoundaryRule rule of 2 (CreaseAll, meaning hard corners). The subdivision surface modifier has an option for boundary smoothing mode so this patch propagates that information to the FBX exporter. Example .fbx file with this feature exported from modified Blender 2.93: https://github.com/bqqbarbhg/ufbx/blob/overhaul/data/blender_293x_subsurf_boundary_7400_binary.fbx Reviewed By: mont29 Differential Revision: https://developer.blender.org/D12204
2021-09-21FBX IO: Disable performance report by default.Martin Preisler
Do not spam stdio with timing messages by default, this is more a development/investigation tool than an end-user feature. Reviewed By: campbellbarton, mont29 Differential Revision: https://developer.blender.org/D12477
2021-08-31FBX Import: skip invalid custom enum propertiesPhilipp Oeser
This was (correctly) asserting before, now handle this more gracefully and just skip (and warn about this) a custom property that has an invalid value set. Seems there are a couple of exporters out there that do this wrong, I think this tradeoff can be made though. Fixes T91062, T81657, T83501, T86595 Maniphest Tasks: T91062, T86595, T83501, T81657 Differential Revision: https://developer.blender.org/D12354
2021-08-27Update addons for D9697 "_RNA_UI" removalHans Goudey
This is a followup patch for D9697 which applies the changes to the addon reporistory. Almost all of the changes are in rigify, but there is one change in "curve_tools" and two trivial changes in IO addons. Differential Revision: https://developer.blender.org/D9919
2021-07-06Update add-ons after renaming master collection IDs to 'Scene Collection'.Bastien Montagne
This mostly affects default names in object collection manager add-on.
2020-11-25FBX export: Add an option to disable global space transform.Bastien Montagne
Allow to disable the rotation matrix that is applied to the object transforms during export. With this option disabled only the axis system is written to the fbx file, but the object transforms are left as-is. This leaves it up to the importer on the other side to apply the space transform during import. Unity has added an import option to apply space transform on import in its latest version, but the current version of setting the axis system in the fbx file and applying the matrix causes unexpected behaviour. Most users will expect that Blender has a forward direction of -Y and an up direction of +Z (Suzanne is looking in the -Y direction and the "front" view is coming from the -Y direction). But if you set the axis conversion to -Y and +Z the exporter will apply a 180° rotation because it assumes a forward direction of +Y. When done this way, using the new Unity import setting, the mesh will be imported correctly in Unity, but the rotation of the root objects will contain that 180° rotation. Using the +Y and +Z axes during export will import everything without any rotations, but what the user expects to be forward will now be pointing the other direction in Unity. When we just write the axis system as -Y and +Z to the fbx file and leave the rotations of the root objects untouched, we can effectively define any foward axis and have it still be imported correctly, because every conversion will be done on Unitys side. Reviewed By: mont29 Differential Revision: https://developer.blender.org/D8078
2020-11-23Fix T82830: Handle limit for vertex color and uv layers in importerRobert Guetzkow
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
2020-09-17Shaders: update OBJ and FBX for for Principled BSDF emission strengthBrecht Van Lommel
2020-06-26Fix T78083: FBX import: handle missing LayerElementNormal data morePhilipp Oeser
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
2020-05-29Merge branch 'blender-v2.83-release'Brecht Van Lommel
2020-05-27Fix T67708: UDP3DSMAX custom properties need even more work...Bastien Montagne
Because, why would you stick to a single separator between name and value, right? Where would be the fun in that?
2020-05-22FBX: Make importing heavy animations twice more quicker.Bastien Montagne
Further optimizations on top of rBA8e70aeae091c5b357. Note that these changes require latest master (2.90.3 at least).
2020-05-22Fix T76566: Fix slow FBX import of long animations.Philipp
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
2020-04-28FBX: Cleanup/fix discrepancy from rBA39aeb1b4414b.Bastien Montagne
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...
2020-04-18FBX UI: Tweaks to better support new layout featuresWilliam Reynish
2020-03-06Addons: Use Manual URL prefixAaron Carlisle
2020-03-05Fix IO Addond Manual LinksAaron Carlisle
2020-03-05Update 'bl_info' use 'doc_url' instead of 'wiki_url'Campbell Barton
2020-02-17Fix several typos in UI messages.Bastien Montagne
2020-01-29io_scene_fbx: Fix incorrect identity useCampbell Barton
2020-01-24Revert "FBX Import: corrected import camera. Added setting camera (invert or ↵Bastien Montagne
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.
2020-01-19FBX Import: corrected import camera. Added setting camera (invert or not ↵Spivak Vladimir (cwolf3d)
invert).
2019-12-20Fix T72413: FBX import error on missing filesCampbell Barton
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.
2019-12-12io. more manual linksmeta-androcto
2019-11-05Fix T70879: FBX importer wrong normal map strength.Bastien Montagne
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...
2019-10-16FBX IO: Bring back experimental hint for apply transform optionJulian Eisel
We shouldn't have removed this, the option only works in specific cases.