Age | Commit message (Collapse) | Author |
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Patch contributed by luzpaz.
Differential Revision: https://developer.blender.org/D5800
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2.8x materials don't have any indication they should use vcols anymore,
that should be handled at node-based shader level now. For now just
ignore, and always export/import active vcols.
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Based on D5822 by Tomas Antecky (@ta), but no reason to keep that unused
parameter since those mesh geometry importer functions are all always
only called with two parameters...
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This is a rather old format now, and current add-on code would require a
significant amount of work to bring it back in a proper state.
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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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Main issue was the sphere generation code, that was 100% broken,
presumably since ages (= since adding bmesh to Blender)?
Plus some non-updated API call after changes in 2.80.
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Differential Revision: https://developer.blender.org/D5240
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Reviewers: brecht
Maniphest Tasks: T67053
Differential Revision: https://developer.blender.org/D5269
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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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exporting with Triangulate.
No point in splitting vertices over small differences in UVs or Color
values.
Note that there will still be splits when those UVs or colors actually
do not match, but this seems to be part of 'triangulated' export design
(otherwise we could use indexed values as with regular polygons export).
Based on investigation by Sebastian Ullrich (@souljedi), thanks.
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That was a rather heavy work, since in 2.7 that add-on was still using
tessellated geometry API quiet extensively (and that one has been
removed from 2.8)...
Also updated some minor things on the road, like e.g. exporting
ColorRGBA for vertex colors, since ours now have some alpha.
Main remaining TODO is materials afaik (those need to be ported to the
new nodeshader wrapper), not very high priority for now.
Also note that the whole code has many sub-optimal handling, but that
whole format is not really designed for heavy geometries anyway I think,
so this is probably fine for now (and going over whole code to optimize
it would be quiet a work too).
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Fixes T61052
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Changed objects.link and objects.unlink from scene to collection
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This should take care of most of the class property conversions to
use the new annotation format (colon instead of equals) for
assignment. There may still be a few edge cases that were missed.
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Differential Revision: https://developer.blender.org/D3746
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The warnings in the console are getting on the way. May as well update
the addons even if they are still mostly not ported to 2.8.
We can probably ditch orientation_helper_factory altogether.
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attributes (where present). For VRML, that worked all along, for X3D it was broken,
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- Wasn't breaking out of loop when vertex color was set to false.
- No need to use dictionary for vertex colors, use list instead.
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used by faces.
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colors (as opposed to per-face) when appropriate
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Always use utf8 encoding, with error escaping
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- Pass context/scene as arguments.
- Avoid try/except on entire geometry loading (instead use dict.get).
- Use keyword-only args for load/save module functions.
- Don't pass the operator as first arg.
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We assume a full Python is available now
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This is handy for debugging, not general use.
so only do this when DEBUG is set.
Also use a custom property instead of registering RNA.
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Feature: rudimentary support for Text nodes (no styling, only font size)
Feature: line number of the node reported as a custom property
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vertices/faces from a mesh, so assumptions about mesh size might be off after validation.
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It supports:
- all geometry nodes from Rendering
- all geometry nodes from Geometry3D
- ImageTexture (including primitives)
- TextureTransform (needs careful testing)
- all lamp nodes from Lighting
- Viewpoint
I've been going by the standard as outlined here:
http://www.web3d.org/documents/specifications/19775-1/V3.3/index.html
When not sure, I'd compare to a reference implementation, X3DOM ( http://www.x3dom.org/ ).
The UI was left intact from the existing implementation.
Reviewed by campbellbarton and mont29
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Previously, that script whould create an object (two, actually!), mesh, material etc.
for every 'Shape' node, even when x3d format has intancing capabilities.
That would made importing files with many copies of same object insanely long.
Now we support instances of objects, geometry (aka meshes), materials (aka appearance)
and images, should be enough for now.
Also, fixed some old cruft like still using tessface stuff in a few minor places and such.
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