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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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Will Snyder
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c320310084
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zaa transforms properly readjusted wrt omitted effectors/roots
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2021-01-11 12:25:03 -05:00 |
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Will Snyder
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6f2c1cf168
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CRC rewrite
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2021-01-07 14:18:31 -05:00 |
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Will Snyder
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e0a71bc899
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Cleanup, reader and extraction code commented
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2021-01-07 13:34:35 -05:00 |
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Will Snyder
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e67e675ee7
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zaabin import
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2021-01-07 00:26:19 -05:00 |
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Will Snyder
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79543a1cd7
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Skeleton properties panel start
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2020-12-11 16:49:40 -05:00 |
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William Herald Snyder
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8a20c38132
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Animation batch import
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2020-12-11 11:50:03 -05:00 |
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William Herald Snyder
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b749e47536
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Correct pose-relative transforms for impure skeletons
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2020-12-10 23:47:45 -05:00 |
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William Herald Snyder
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49f89a1fde
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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...
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2020-12-06 00:19:58 -05:00 |
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William Herald Snyder
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57909f758f
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Animations importing with expected rotation conversion issues
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2020-12-05 04:11:12 -05:00 |
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William Herald Snyder
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c0c978af8b
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Bone parenting fixed, anm2 reading, menu option for anim import
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2020-12-05 00:53:59 -05:00 |
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Will Snyder
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30bf326b9e
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Awfully slow (need to abandon bpy.ops) but correct bone parenting
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2020-12-04 01:22:58 -05:00 |
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Will Snyder
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440a3e7300
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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.
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2020-12-03 23:15:25 -05:00 |
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Will Snyder
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3dda2a0d77
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STRP importing, Teancum's highsinger and xizor break implying adaptations needed for ZETools-exported MSHs
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2020-12-04 03:33:46 -05:00 |
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Will Snyder
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617118bfd8
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Name agnostic armature handling, better export options
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2020-12-03 20:10:16 -05:00 |
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Will Snyder
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b2ad1cfa1a
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Merge branch 'mshread' into fully_featured
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2020-12-03 18:38:35 -05:00 |
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William Herald Snyder
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7db0591cc0
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Armature extraction more robust (looks at skinning requirements, not just SKL2), automatic skin-skeleton reparenting, gave bone tails default epsilon position
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2020-12-03 00:24:20 -05:00 |
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Will Snyder
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500c3f2bd1
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Basic reading/writing
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2020-12-02 20:27:46 -05:00 |
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Will Snyder
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791a033d08
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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
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2020-12-02 18:32:17 -05:00 |
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Will Snyder
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a83c74ebf7
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Better anim abstraction
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2020-12-02 15:45:32 -05:00 |
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