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 |
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 |
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 |
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 |
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 |
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 |
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 |
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 |
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 |
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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b2ad1cfa1a
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Merge branch 'mshread' into fully_featured
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2020-12-03 18:38:35 -05:00 |
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 |
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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a83c74ebf7
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Better anim abstraction
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2020-12-02 15:45:32 -05:00 |
William Herald Snyder
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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...
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2020-11-30 21:42:27 -05:00 |
William Herald Snyder
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8273e01167
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Correct skeleton imports, though what to do with re-parenting and skeleton impurities such as effector nulls still uncertain
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2020-11-29 23:10:14 -05:00 |
William Herald Snyder
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049803f750
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Reader class simplified
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2020-11-28 18:11:26 -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 |
William Herald Snyder
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706c32431d
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msh_reader refined, more chunks implemented
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2020-11-23 11:48:07 -05:00 |
William Herald Snyder
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b8afa1ed10
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Models with basic materials importing correctly
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2020-11-13 15:59:54 -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 |
William Herald Snyder
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152b22feb9
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MSH scene reading draft, no blender conversion yet
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2020-10-23 14:28:53 -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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b56fa79a19
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update version number
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2020-02-04 14:44:22 +13:00 |
SleepKiller
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47fa855b78
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fixed colour packing order
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2020-02-04 14:28:34 +13:00 |
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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98cc5af1d6
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fill out bl_info properly
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2019-11-22 02:10:21 +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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e5b860f51b
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fix error when no material is selected
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2019-11-21 23:24:26 +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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f5ec062ce0
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fix model segment export scaling
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2019-11-20 19:32:35 +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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7fd46a1c2c
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add "Generate Triangle Strips" option to enable faster .msh iteration
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2019-11-20 15:17:25 +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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e4ec3339d9
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exclude hidden objects from .msh bounding box
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2019-11-20 02:36:17 +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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89e8193462
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update .msh material propety description
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2019-11-19 02:39:54 +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 |