William Herald Snyder
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84a910f747
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When exporting collision primitives, check the swbf_msh_coll_prim primitive property before the name to catch primitives which have incorrect names. Previously the property would only be checked if the primitive was missing a name indicator, but it should be checked first and always because some primitives from XSI have name-type mismatch (cis_hover_aat)
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2022-10-05 09:28:27 -04:00 |
William Herald Snyder
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0a1866295c
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Only include vertex groups used for skinning purposes. More robust requirements for object to be exported as a skin. Misc cleanup and minor refactoring in msh_model_gather.
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2022-10-05 09:27:44 -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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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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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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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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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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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 |
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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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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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 |
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 |
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 |
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 |
Will Snyder
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20ad9a48d5
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ZE crash fixes
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2020-11-24 10:15:22 -05:00 |
Will Snyder
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fb072f8d59
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Working for complex skinned exports, still crashes ZE, menus need work
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2020-10-27 22:18:08 -05:00 |
William Herald Snyder
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1cc6a8d08d
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Non-import changes removed
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2020-10-26 10:28:15 -04:00 |
Will Snyder
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ff3a517312
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Menu anim export option, minor reorg
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2020-10-16 13:56:03 -05:00 |
Will Snyder
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1bf6b6f9ab
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Sleepy's weight implementation swapped in
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2020-10-16 10:34:39 -05:00 |
SleepKiller
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dac3ade7a4
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initial vertex weights implementation
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2020-10-16 13:40:27 +13:00 |
Will Snyder
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f426237785
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Rotation fix (I think)
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2020-10-15 14:44:17 -05:00 |
Will Snyder
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1892a1cdbd
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Minor envelope progress
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2020-10-12 16:06:04 -04:00 |
William Herald Snyder
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2599a7203e
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Weighting start
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2020-10-12 09:45:21 -04:00 |
Will Snyder
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8dea6fac49
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Hardcoded open override exporting, coord sys conversions need adjustment
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2020-10-11 20:52:34 -04:00 |
William Herald Snyder
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603068b5b5
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Hardcoded spa1_prop_door amims test
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2020-10-11 12:11:15 -04:00 |
SleepKiller
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6e322d78bf
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add 'Export Target' property
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2020-01-06 17:08:36 +13:00 |
SleepKiller
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23e479ae51
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fix flat normals not being handled
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2019-11-24 16:03:13 +13:00 |
SleepKiller
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17a82a9846
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fix vertex colours failing to be exported
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2019-11-21 23:48:42 +13:00 |
SleepKiller
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e9b12e7cf0
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add support for LOD models
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2019-11-21 23:23:52 +13:00 |
SleepKiller
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f3cbc90651
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add Apply Modifiers export property
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2019-11-20 19:18:49 +13:00 |
SleepKiller
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cfba9e85ce
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add vertex deduplication
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2019-11-20 15:10:44 +13:00 |
SleepKiller
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aa18f5c2b7
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raise an error when an object creates a .msh segment with too many vertices
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2019-11-20 03:33:01 +13:00 |
SleepKiller
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478a4cba5a
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accept "cube" and "cuboid" as names for box collision primitives
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2019-11-19 03:41:46 +13:00 |
SleepKiller
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78b348875f
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fix blender to .msh space conversions
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2019-11-19 02:39:23 +13:00 |
SleepKiller
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78237e7eec
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fix objects with parent transforms not exporting correctly
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2019-11-19 01:33:55 +13:00 |
SleepKiller
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3d0e9b98ee
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implement collision primitives
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2019-11-15 22:40:47 +13:00 |
SleepKiller
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e9f442d052
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add conversion from Blender's coordinate space to .msh space
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2019-11-15 20:41:31 +13:00 |
SleepKiller
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107dd2e8bf
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fix handling of mesh loops
Fixes UVs, vertex colousr and adds support for custom normals. (Probably Blender's API can be confusing.)
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2019-11-15 20:02:04 +13:00 |
SleepKiller
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fd0ba8720b
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apply modifiers during export
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2019-11-13 16:38:55 +13:00 |
SleepKiller
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11c0be00f5
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updated rotation loading
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2019-11-12 17:28:18 +13:00 |
SleepKiller
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1ac1cc5ce1
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basic working version
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2019-11-11 23:03:52 +13:00 |