William Herald Snyder
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bdcd4c4aa9
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Integrated Starlord's feedback (quick-n-dirty object context submenu + operator for copying diffuse texture names to SWBF material properties for all selected objects' materials)
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2022-02-09 14:50:52 -05:00 |
William Herald Snyder
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c3f5f0bed3
|
Integrated Teancum's feedback (Normal rendertype changed to Standard + armature root bone properly parented to skin if one is present + animation export options simplified with batch export capability and relevant docs changes + minor changes to import/export options and docs to make behavior obvious)
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2022-01-28 17:28:12 -05:00 |
William Herald Snyder
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091e295649
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Triangle winding order for strips accounted for
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2022-01-27 22:09:23 -05:00 |
William Herald Snyder
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40343a2f69
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The last index of the last triangle strip in a segment is properly included + cleaner reading of STRP
|
2022-01-27 18:34:53 -05:00 |
William Herald Snyder
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a962b4475e
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Change Blender version to 2.80 to silence warning
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2022-01-21 13:26:07 -05:00 |
William Herald Snyder
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637c3c2afa
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Catch segments with no valid geometry, read NDXL in try-except block
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2022-01-20 23:40:19 -05:00 |
SleepKiller
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ae6493d7f2
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update readme.md, __init__.py
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2022-01-19 16:47:05 +13:00 |
Will
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58e229f6ad
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Check if nothing selected before applying anim
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2022-01-18 15:46:30 -05:00 |
William Herald Snyder
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dce3f4e498
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Skeleton related functions separated into msh_skeleton_utilities + CollisionPrimProperties added for imported primitives that don't have proper names + misc changes to avoid circular imports + minor refactors
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2022-01-18 15:16:49 -05:00 |
William Herald Snyder
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bae32bdfe4
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Other/unsupported material option with stub rendertypes and UI elements + fill MaterialProperties on import
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2022-01-15 11:45:38 -05:00 |
Will Snyder
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c314592d48
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Dont include bone in exported anim if its not keyed or in preserved skel...
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2022-01-13 12:52:30 -08:00 |
William Herald Snyder
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7244446dd9
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Fill material properties upon import + if SKL2 missing, assume all BONE models are in it + SkeletonProperties only relevant for imported meshes + chunked_file_reader no longer assumes 4-byte alignment
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2022-01-11 14:02:17 -05:00 |
William Herald Snyder
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5eea77adf3
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Skeleton impurities (roots,effectors) now included by default, zaa_reader and msh_reader combined in chunked_file_reader, skin and skeleton parentage issues worked out. TODO: Fill material properties on import, decide what to do with SkeletonProperties.
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2022-01-07 13:45:50 -05:00 |
Will Snyder
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c320310084
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zaa transforms properly readjusted wrt omitted effectors/roots
|
2021-01-11 12:25:03 -05:00 |
Will Snyder
|
6f2c1cf168
|
CRC rewrite
|
2021-01-07 14:18:31 -05:00 |
Will Snyder
|
e0a71bc899
|
Cleanup, reader and extraction code commented
|
2021-01-07 13:34:35 -05:00 |
Will Snyder
|
e67e675ee7
|
zaabin import
|
2021-01-07 00:26:19 -05:00 |
Will Snyder
|
79543a1cd7
|
Skeleton properties panel start
|
2020-12-11 16:49:40 -05:00 |
William Herald Snyder
|
8a20c38132
|
Animation batch import
|
2020-12-11 11:50:03 -05:00 |
William Herald Snyder
|
b749e47536
|
Correct pose-relative transforms for impure skeletons
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2020-12-10 23:47:45 -05:00 |
William Herald Snyder
|
49f89a1fde
|
Animations importing correctly for most models, though some (acklay and human) are very wrong and others have one or two incorrect bones (at-at). Bones are imported as is and not made to look pretty in order to preserve animation ease. Letting users import cleaned up skeletons while preserving original transforms via some sort of context-menu addon might be worthwhile...
|
2020-12-06 00:19:58 -05:00 |
William Herald Snyder
|
57909f758f
|
Animations importing with expected rotation conversion issues
|
2020-12-05 04:11:12 -05:00 |
William Herald Snyder
|
c0c978af8b
|
Bone parenting fixed, anm2 reading, menu option for anim import
|
2020-12-05 00:53:59 -05:00 |
Will Snyder
|
30bf326b9e
|
Awfully slow (need to abandon bpy.ops) but correct bone parenting
|
2020-12-04 01:22:58 -05:00 |
Will Snyder
|
440a3e7300
|
MSH reader no longer reads up to the next multiple of 4, since files exported with ZETools seem not to abide by that rule. It doesn't matter if files are exported with this behavior, since the reading code now skips bytes until a known header is found, instead of just reading the next header blindly. Teancum's highsinger and xizor now importing just fine.
|
2020-12-03 23:15:25 -05:00 |
Will Snyder
|
3dda2a0d77
|
STRP importing, Teancum's highsinger and xizor break implying adaptations needed for ZETools-exported MSHs
|
2020-12-04 03:33:46 -05:00 |
Will Snyder
|
617118bfd8
|
Name agnostic armature handling, better export options
|
2020-12-03 20:10:16 -05:00 |
Will Snyder
|
b2ad1cfa1a
|
Merge branch 'mshread' into fully_featured
|
2020-12-03 18:38:35 -05:00 |
William Herald Snyder
|
7db0591cc0
|
Armature extraction more robust (looks at skinning requirements, not just SKL2), automatic skin-skeleton reparenting, gave bone tails default epsilon position
|
2020-12-03 00:24:20 -05:00 |
Will Snyder
|
500c3f2bd1
|
Basic reading/writing
|
2020-12-02 20:27:46 -05:00 |
Will Snyder
|
791a033d08
|
DummyRoot data injection for ZA, matrix_local-with-bone-parent bug workaround, ENVL indicies start from one (fixing ZE bug), auto transform application for children of bones in a skeleton used for skinning done but commented out for further decision
|
2020-12-02 18:32:17 -05:00 |
Will Snyder
|
a83c74ebf7
|
Better anim abstraction
|
2020-12-02 15:45:32 -05:00 |
William Herald Snyder
|
aa62fd47ea
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Vertex groups importing properly. ENVL indicies refer to each model's MNDX, which start from 1, not 0/don't necessarily refer to order in file...
|
2020-11-30 21:42:27 -05:00 |
William Herald Snyder
|
8273e01167
|
Correct skeleton imports, though what to do with re-parenting and skeleton impurities such as effector nulls still uncertain
|
2020-11-29 23:10:14 -05:00 |
William Herald Snyder
|
049803f750
|
Reader class simplified
|
2020-11-28 18:11:26 -05:00 |
Will Snyder
|
20ad9a48d5
|
ZE crash fixes
|
2020-11-24 10:15:22 -05:00 |
William Herald Snyder
|
706c32431d
|
msh_reader refined, more chunks implemented
|
2020-11-23 11:48:07 -05:00 |
William Herald Snyder
|
b8afa1ed10
|
Models with basic materials importing correctly
|
2020-11-13 15:59:54 -05:00 |
Will Snyder
|
fb072f8d59
|
Working for complex skinned exports, still crashes ZE, menus need work
|
2020-10-27 22:18:08 -05:00 |
William Herald Snyder
|
1cc6a8d08d
|
Non-import changes removed
|
2020-10-26 10:28:15 -04:00 |
William Herald Snyder
|
152b22feb9
|
MSH scene reading draft, no blender conversion yet
|
2020-10-23 14:28:53 -04:00 |
Will Snyder
|
ff3a517312
|
Menu anim export option, minor reorg
|
2020-10-16 13:56:03 -05:00 |
Will Snyder
|
1bf6b6f9ab
|
Sleepy's weight implementation swapped in
|
2020-10-16 10:34:39 -05:00 |
SleepKiller
|
dac3ade7a4
|
initial vertex weights implementation
|
2020-10-16 13:40:27 +13:00 |
Will Snyder
|
f426237785
|
Rotation fix (I think)
|
2020-10-15 14:44:17 -05:00 |
Will Snyder
|
1892a1cdbd
|
Minor envelope progress
|
2020-10-12 16:06:04 -04:00 |
William Herald Snyder
|
2599a7203e
|
Weighting start
|
2020-10-12 09:45:21 -04:00 |
Will Snyder
|
8dea6fac49
|
Hardcoded open override exporting, coord sys conversions need adjustment
|
2020-10-11 20:52:34 -04:00 |
William Herald Snyder
|
603068b5b5
|
Hardcoded spa1_prop_door amims test
|
2020-10-11 12:11:15 -04:00 |
SleepKiller
|
b56fa79a19
|
update version number
|
2020-02-04 14:44:22 +13:00 |
SleepKiller
|
47fa855b78
|
fixed colour packing order
|
2020-02-04 14:28:34 +13:00 |
SleepKiller
|
6e322d78bf
|
add 'Export Target' property
|
2020-01-06 17:08:36 +13:00 |
SleepKiller
|
23e479ae51
|
fix flat normals not being handled
|
2019-11-24 16:03:13 +13:00 |
SleepKiller
|
98cc5af1d6
|
fill out bl_info properly
|
2019-11-22 02:10:21 +13:00 |
SleepKiller
|
17a82a9846
|
fix vertex colours failing to be exported
|
2019-11-21 23:48:42 +13:00 |
SleepKiller
|
e5b860f51b
|
fix error when no material is selected
|
2019-11-21 23:24:26 +13:00 |
SleepKiller
|
e9b12e7cf0
|
add support for LOD models
|
2019-11-21 23:23:52 +13:00 |
SleepKiller
|
f5ec062ce0
|
fix model segment export scaling
|
2019-11-20 19:32:35 +13:00 |
SleepKiller
|
f3cbc90651
|
add Apply Modifiers export property
|
2019-11-20 19:18:49 +13:00 |
SleepKiller
|
7fd46a1c2c
|
add "Generate Triangle Strips" option to enable faster .msh iteration
|
2019-11-20 15:17:25 +13:00 |
SleepKiller
|
cfba9e85ce
|
add vertex deduplication
|
2019-11-20 15:10:44 +13:00 |
SleepKiller
|
aa18f5c2b7
|
raise an error when an object creates a .msh segment with too many vertices
|
2019-11-20 03:33:01 +13:00 |
SleepKiller
|
e4ec3339d9
|
exclude hidden objects from .msh bounding box
|
2019-11-20 02:36:17 +13:00 |
SleepKiller
|
478a4cba5a
|
accept "cube" and "cuboid" as names for box collision primitives
|
2019-11-19 03:41:46 +13:00 |
SleepKiller
|
89e8193462
|
update .msh material propety description
|
2019-11-19 02:39:54 +13:00 |
SleepKiller
|
78b348875f
|
fix blender to .msh space conversions
|
2019-11-19 02:39:23 +13:00 |
SleepKiller
|
78237e7eec
|
fix objects with parent transforms not exporting correctly
|
2019-11-19 01:33:55 +13:00 |
SleepKiller
|
0fab83cfa1
|
fix transforms not exporting for scenes with more than one model
|
2019-11-18 00:03:53 +13:00 |
SleepKiller
|
ac1a93b7a4
|
more docs works
|
2019-11-17 17:02:45 +13:00 |
SleepKiller
|
6eb958f358
|
add docs!
wip
|
2019-11-17 04:07:47 +13:00 |
SleepKiller
|
3d0e9b98ee
|
implement collision primitives
|
2019-11-15 22:40:47 +13:00 |
SleepKiller
|
e9f442d052
|
add conversion from Blender's coordinate space to .msh space
|
2019-11-15 20:41:31 +13:00 |
SleepKiller
|
107dd2e8bf
|
fix handling of mesh loops
Fixes UVs, vertex colousr and adds support for custom normals. (Probably Blender's API can be confusing.)
|
2019-11-15 20:02:04 +13:00 |
SleepKiller
|
c12fc862b0
|
material support
|
2019-11-15 16:28:09 +13:00 |
SleepKiller
|
fd0ba8720b
|
apply modifiers during export
|
2019-11-13 16:38:55 +13:00 |
SleepKiller
|
11c0be00f5
|
updated rotation loading
|
2019-11-12 17:28:18 +13:00 |
SleepKiller
|
1ac1cc5ce1
|
basic working version
|
2019-11-11 23:03:52 +13:00 |