William Herald Snyder
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69e959e7a3
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Proper scroll speed units + scene fps accounted for
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2022-10-03 08:38:13 -04:00 |
William Herald Snyder
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188b270ad1
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Linear interpolation for scrolling keyframes. Keyframe are created on the active action of the materials node tree. TODO: determine correct scroll speed speed units
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2022-10-02 18:19:29 -04:00 |
William Herald Snyder
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9a344d0652
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Simple UV scrolling nodes in place. Simple approach will probably remain since the only interaction will be with image textures nodes
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2022-10-02 16:30:11 -04:00 |
William Herald Snyder
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ea82d24356
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Glow flag supported via mixing emission and BSDF. TODO: poll GT on automatically setting renderer to Eevee, find out if both emission and BSDF are necessary or just the latter when glow is enabled, find out if rendertype 1 is relevant, outline general implementation of props to nodes mapping procedure
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2022-10-02 15:55:47 -04:00 |
William Herald Snyder
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6e05bba9e5
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Fix import order bug in materials_to_blend that invalidated script reloading
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2022-10-02 13:31:16 -04:00 |
William Herald Snyder
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9981b64d60
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Missing armature bug fix
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2022-10-01 15:17:02 -04:00 |
William Herald Snyder
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48aabaf8d4
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Anim import code moved to new file
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2022-10-01 15:10:00 -04:00 |
William Herald Snyder
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329303e256
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Silly _REVERSE_RENDERTYPES_MAPPING replaced with dict comprehension
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2022-10-01 12:17:26 -04:00 |
William Herald Snyder
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4970f974fd
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Generate Nodes operator docs subsection
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2022-10-01 08:02:59 -04:00 |
William Herald Snyder
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d359975bd6
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Generation op will abort if diffuse texture isn't found + options for failing silently or with error message. TODO: found out how to create a pop-up panel with error message that fades away if not interacted with for a couple seconds...
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2022-10-01 08:02:59 -04:00 |
William Herald Snyder
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45782f9a2f
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Docs update for bones with geometry
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2022-10-01 07:56:26 -04:00 |
William Herald Snyder
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aa8a61175d
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Skeleton import code moved to separate file + other renaming
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2022-10-01 07:56:19 -04:00 |
William Herald Snyder
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5692a60907
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When exporting, if an object has a parent bone with the same name, add its geometry to the parent bone's model and discard the object itself.
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2022-10-01 07:53:28 -04:00 |
William Herald Snyder
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7cfa101d42
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Catch models that are marked as bones but still have geometry
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2022-10-01 07:53:28 -04:00 |
William Herald Snyder
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43b1f9650e
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When gathering bone transforms during armature expansion, don't assume armature's local transform is zeroed
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2022-10-01 07:53:28 -04:00 |
William Herald Snyder
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aa8f05dd42
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Create mesh object for any model with geometry regardless of type + triangle strip winding order bugfix
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2022-10-01 07:52:19 -04:00 |
William Herald Snyder
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9bd8479e31
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Reorg + use generation operator when initially creating Blender materials + make all texture fields in SWBF materials properties paths
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2022-09-28 08:49:14 -04:00 |
William Herald Snyder
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8974131550
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Better description for material generation op
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2022-09-28 08:49:14 -04:00 |
William Herald Snyder
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abd727d39a
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Better material generation for basic rendertypes
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2022-09-28 08:48:50 -04:00 |
William Herald Snyder
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f69ed3f143
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Armature offset bug fix
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2022-09-27 08:23:49 -04:00 |
William Herald Snyder
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f88b62c986
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When exporting cylinder primitives, do not test for exact match in x,y dimensions since cylinders created in xsi often have so few polys that their widths and lengths don't match (e.g. p_collision of tat3_bldg_reservoir). Taking the larger dimension gives the correct result for cylinders that originated in both XSI and Blender.
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2022-09-27 07:56:25 -04:00 |
William Herald Snyder
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13a92e46c6
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Always calculate and use split normals when exporting mesh in order to account for sharp edges
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2022-09-23 13:11:00 -04:00 |
William Herald Snyder
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d6973e9793
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Catch absent geometry in objects not of type EMPTY
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2022-09-22 19:31:30 -04:00 |
William Herald Snyder
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5d86a88411
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Normals importing as part of custom split set. Mesh import code moved to seperate file
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2022-09-21 09:02:15 -04:00 |
Will
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fe1e16a117
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Image sizing fix for material fill operator docs
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2022-05-05 11:45:51 -04:00 |
William Herald Snyder
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4e2f6bf423
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Docs update for msh material property fill operator and menu entry
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2022-02-09 15:17:52 -05:00 |
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
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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
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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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7fe5b48d0b
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Merge pull request #2 from WHSnyder/fully_featured
Docs start, good enough for community testing
|
2022-01-20 15:08:46 +13:00 |
Will
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24312cc3a0
|
Apply suggestions from code review
Co-authored-by: SleepKiller <SleepKiller@users.noreply.github.com>
|
2022-01-19 18:07:14 -08:00 |
William Herald Snyder
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553438c4b4
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Merge branch 'fully_featured' of github.com:WHSnyder/SWBF-msh-Blender-Export into fully_featured
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2022-01-19 13:51:00 -05:00 |
William Herald Snyder
|
47bd3a3977
|
Import+Export docs start
|
2022-01-19 13:50:38 -05:00 |
SleepKiller
|
ae6493d7f2
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update readme.md, __init__.py
|
2022-01-19 16:47:05 +13:00 |
SleepKiller
|
d00dabc8eb
|
Merge pull request #1 from WHSnyder/fully_featured
Import (all but cloth) + Export (skins and anims)
|
2022-01-19 16:25:18 +13:00 |
Will
|
58e229f6ad
|
Check if nothing selected before applying anim
|
2022-01-18 15:46:30 -05:00 |
William Herald Snyder
|
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
|
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
|
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
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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 |
SleepKiller
|
eb256078cc
|
Create license
|
2021-01-06 13:25:05 +13:00 |
Will Snyder
|
79543a1cd7
|
Skeleton properties panel start
|
2020-12-11 16:49:40 -05:00 |