Age | Commit message (Collapse) | Author |
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# Conflicts:
# source/blender/alembic/intern/abc_exporter.cc
# source/blender/alembic/intern/abc_exporter.h
# source/blender/alembic/intern/alembic_capi.cc
# tests/gtests/alembic/abc_export_test.cc
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- Only basis balls are exported, as they represent the resulting mesh.
As a result the mesh is written to Alembic using the name of the basis
ball.
- MetaBalls are converted to a mesh on every frame, then an
AbcMeshWriter is used to write that mesh to Alembic.
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When the mesh changed topology but kept the vertex count the same, it would
result in a corrupt mesh. By checking the face & loop counts too, this has
become less likely.
I've checked IPolyMeshSchema::isConstant(), but it returns true even when
we see that the mesh changed topology.
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Apparently with Maya in a certain configuration, it's possible to have an
Alembic object without schema in the Alembic file. This is now handled
properly, instead of crashing on a null pointer.
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# Conflicts:
# source/blender/makesrna/intern/rna_render.c
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This can happen with Alembic files exported from Maya. I'm unsure as to the
root cause, but at least this fixes the crash itself.
Thanks to @looch for reporting this with a test file. The test file has to
remain confidential, though, so it's on my workstation only.
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When a mesh changes its number of vertices during the animation,
Blender rebuilds the DerivedMesh, after which the materials weren't
applied any more (causing the default to the first material slot).
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The variable is a pointer to a Material, not to a name/string.
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Note that some little parts of code have been dissabled because eval_ctx
was not available there. This should be resolved once DerivedMesh is
replaced.
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Alembic's "inherits transform" flag wasn't taken into account when
constructing the parent object relations.
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Also remove duplicate & mismatching comments from grease-pencil header.
Keep comments close to implementation to avoid getting out of sync.
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It's now less confusing (for example, using nr_of_samples directly,
instead of using 1 / 1 / nr_of_samples). Might also have fixed a bug.
Also added unittests.
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The scale matrix must have its homogeneous 'w' (at mat[3][3]) set to the
scale in order to also scale the translations along with it. However, this
also scales the transform matrix's 'w' component, which is not supposed
to happen.
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Constructing the shared pointer where the object is actually allocated
makes the code a bit clearer.
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- MTexPoly structure & layer type.
- The 'Mesh.uv_textures' layers.
- DerivedMesh TexFace drawing.
- Scripts & UI.
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This makes it possible to have an animated / procedurally generated mesh
that starts empty and obtains data in later frames.
Fixes the export of an empty mesh with an Ocean Modifier, as described in
issue T51351.
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This allows you to put any kind of animation data on the mesh, and its
shape will be exported on each timekey. Note that this timekey is unrelated
to the animation data (so we don't export on each keyframe, for example).
A practical example is the addition of an animated custom property to
trigger the export of animated mesh data. The mesh data can then be created
from any source, like Python scripts.
Not only is this useful in itself, it also provides a workaround for one
of the two issues described in T51351.
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This is written in a custom metadata key, so it isn't shown by utilities
like abcecho or abcls. However, it's still something that's useful to
have available.
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working
Also fixed the same type of error when reading points.
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Houdini writes vertex data in a different format than Blender does; Houdini
uses "face-varying scope", which means that the vertex colours are indexed
by an ever-increasing number over all vertices of all faces instead of the
vertex index.
I've also merged the read_custom_data_mcols() and read_mcols() functions,
because the latter was only called from the former, and the changes in this
commit would add yet more function parameters to pass.
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A big chunk of code was copied between the if and else bodies. By using
a boolean to store whether the c3f_ptr or c4f_ptr should be used, the
in-loop condition is kept as simple as possible.
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The read_custom_data_ex() function was basically two functions inside
if/else bodies.
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100%
This was two-fold.
1) The export used viewport settings to obtain the particle cache, rather
than render settings.
2) The child hair writer tried to obtain UV-coordinates from the parent
chair, without checking whether those were available in the first place.
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Use to avoid accidental missing break statements,
use ATTR_FALLTHROUGH to suppress.
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This is easier to extend than the if/else if/else chain that was in place,
and allows for somewhat more granular error messages.
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