Age | Commit message (Collapse) | Author |
|
- FTOCHAR -> unit_float_to_uchar_clamp
- F3TOCHAR3 -> unit_float_to_uchar_clamp_v3 (swap args)
- F4TOCHAR4 -> unit_float_to_uchar_clamp_v4 (swap args)
- FTOUSHORT -> unit_float_to_ushort_clamp
- USHORTTOUCHAR -> unit_ushort_to_uchar
|
|
Differential Revision: https://developer.blender.org/D3160
|
|
|
|
|
|
|
|
- Wasn't clear which functions handle edit-bones.
- Mixed both ebone and edit_bone in names.
- Didn't use ED_armature_* prefix for public API.
See P655 to apply to branches.
|
|
|
|
When importing multiple materials for one object,
the imported material animation curves have all been
assigned to the first material in the object.
This fix also improves the console logging whenever the importer
finds a consistency problem with the imported animation data.
|
|
When importing an xfov curve, we must transformed the data to
Lens opening angles in degrees. While the curve value itself is
correctly transformed, the transformation of the tangents has been
forgotten. this is fixed now.
|
|
* In the Collada Module parameters are typically ordered
in a similar way. I changed this to:
extern std::string get_joint_id(Object *ob, Bone *bone);
* The Object parameter was not used in get_joint_sid().
I changed this to:
extern std::string get_joint_sid(Bone *bone);
|
|
* Suspicious usage of pointer:
short *type = 0; // this creates a null pointer
When this is later used for anything then blender would crash.
After following the code and check what happens i strongly believe
the author wanted to use a short and not a pointer to a short here.
* local variable where reused later in same function
While this did no harm, i still felt it was better to use a different
name here to make things more separated:
- moved variable declaraiotns into loop (for int a=0; ...)
- renamed uv_images to uv_image_set
- renamed index variable from i to j in inner loop that
reused same index name from outer loop
|
|
|
|
The iterator was redeclared 3 times. I fixed this to avoid future issues.
I commit separately because so the changes are less cluttered all over
the place.
|
|
The variable child was redeclared multiple times in the same function.
While this has not created any issues i still changed this to avoid
confusion and keep the usage of the variables more local.
|
|
The function validateConstraints() potentially causes a null pointer
exception. I changed this so that the function returns a failure as soon
as the validation fails. This avoids falling into the null pointer trap.
|
|
The variables i and j have been declared before in the same function.
I changed the names to mi and mj to keep things clear.
|
|
This is just to silence a compiler warning and keeping
the code clean. The actual code never uses uninitialised
array elements.
|
|
The 2 methods add_bezt() and create_bezt() do almost the same.
I combined them both into add_bezt() and added the optional parameter
eBezTriple_Interpolation ipo
|
|
|
|
instead of passing many parameters
|
|
exportSettings.h Also make typedefs for import/export structures.
|
|
|
|
fix. The matrixdata import is now only doing a matrix decompose and then pplies the decomposed values to 3 trans-, 3 scale- and 4 rot-curves)
|
|
exporter
|
|
Was in fact causing issues on macOS, something to do with
a destructor.
|
|
Avoids implicit cast of float to int.
|
|
output (AnimationExporter.cpp)
|
|
with blender2.8
|
|
The exporter does export matrix data (4*4 Transformation matrix) only for Skeletal animation. For object animation only exporting to trans/rot/loc is implemented.
This task implements Matrix export also for simple Object animation.
Differential Revision: https://developer.blender.org/D3082
|
|
|
|
This reverts commit d91f2ac37aa02d96a00d116fa55cdc9f55afd32c.
This change makes scene.collada_export() meaningless
(ignoring the scene the method is being run on).
|
|
Differential Revision: https://developer.blender.org/D3080
|
|
This started with a fix for an animated Object Hierarchy. Then i decided to cleanup and optimize a bit. But at the end this has become a more or less full rewrite of the Animation Exporter. All of this happened in a separate local branch and i have retained all my local commits to better see what i have done.
Brief description:
* I fixed a few issues with exporting keyframed animations of object hierarchies where the objects have parent inverse matrices which differ from the Identity matrix.
* I added the option to export sampled animations with a user defined sampling rate (new user interface option)
* I briefly tested Object Animations and Rig Animations.
What is still needed:
* Cleanup the code
* Optimize the user interface
* Do the Documentation
Reviewers: mont29
Reviewed By: mont29
Differential Revision: https://developer.blender.org/D3070
|
|
regarded by the animation importer, so it was creating very odd results
|
|
(gives nicer output for inspection)
|
|
Reviewers: mont29
Reviewed By: mont29
Subscribers: mont29
Differential Revision: https://developer.blender.org/D3066
|
|
the hint)
|
|
|
|
uncritical errors.
|
|
|
|
|
|
D2958 by @cmbasnett
|
|
Bug introduced in cc811d1fd634.
|
|
|
|
|
|
|
|
|
|
exported
|
|
|
|
|