FBX IO: Cleanup in UI messages...
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@ -103,9 +103,9 @@ class ImportFBX(bpy.types.Operator, ImportHelper):
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)
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bake_space_transform = BoolProperty(
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name="Apply Transform",
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description=("Bake space transform into object data, avoids getting unwanted rotations to objects when "
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"target space is not aligned with Blender's space "
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"(WARNING! experimental option, might give odd/wrong results)"),
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description="Bake space transform into object data, avoids getting unwanted rotations to objects when "
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"target space is not aligned with Blender's space "
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"(WARNING! experimental option, might give odd/wrong results)",
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default=False,
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)
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@ -130,21 +130,21 @@ class ImportFBX(bpy.types.Operator, ImportHelper):
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)
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use_custom_props = BoolProperty(
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name="Import user properties",
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name="Import User Properties",
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description="Import user properties as custom properties",
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default=True,
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options={'HIDDEN'},
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)
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use_custom_props_enum_as_string = BoolProperty(
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name="Import enum properties as string",
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description="Store enumeration values as string",
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name="Import Enums As Strings",
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description="Store enumeration values as strings",
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default=True,
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options={'HIDDEN'},
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)
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ignore_leaf_bones = BoolProperty(
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name="Ignore leaf bones",
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description="Ignore the last bone at the end of a chain that is used to mark the length of the previous bone",
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name="Ignore Leaf Bones",
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description="Ignore the last bone at the end of each chain (used to mark the length of the previous bone)",
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default=False,
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options={'HIDDEN'},
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)
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@ -270,9 +270,9 @@ class ExportFBX(bpy.types.Operator, ExportHelper):
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# 7.4 only
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bake_space_transform = BoolProperty(
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name="Apply Transform",
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description=("Bake space transform into object data, avoids getting unwanted rotations to objects when "
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"target space is not aligned with Blender's space "
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"(WARNING! experimental option, might give odd/wrong results)"),
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description="Bake space transform into object data, avoids getting unwanted rotations to objects when "
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"target space is not aligned with Blender's space "
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"(WARNING! experimental option, might give odd/wrong results)",
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default=False,
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)
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@ -302,8 +302,8 @@ class ExportFBX(bpy.types.Operator, ExportHelper):
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('FACE', "Face", "Write face smoothing"),
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('EDGE', "Edge", "Write edge smoothing"),
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),
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description=("Export smoothing information "
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"(prefer 'Off' option if your target importer understand split normals)"),
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description="Export smoothing information "
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"(prefer 'Off' option if your target importer understand split normals)",
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default='OFF',
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)
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use_mesh_edges = BoolProperty(
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@ -314,8 +314,8 @@ class ExportFBX(bpy.types.Operator, ExportHelper):
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# 7.4 only
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use_tspace = BoolProperty(
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name="Tangent Space",
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description=("Add binormal and tangent vectors, together with normal they form the tangent space "
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"(will only work correctly with tris/quads only meshes!)"),
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description="Add binormal and tangent vectors, together with normal they form the tangent space "
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"(will only work correctly with tris/quads only meshes!)",
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default=False,
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)
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# 7.4 only
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@ -325,10 +325,9 @@ class ExportFBX(bpy.types.Operator, ExportHelper):
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default=False,
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)
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add_leaf_bones = BoolProperty(
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name="Add leaf bones",
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description=("Append a last bone to the end of each chain to specify bone length - It is useful to, "
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"enable this when exporting into another modelling application and to disable this when"
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"exporting into a game engine or real-time viewer"),
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name="Add Leaf Bones",
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description="Append a final bone to the end of each chain to specify last bone length "
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"(use this when you intend to edit the armature from exported data)",
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default=True # False for commit!
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)
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primary_bone_axis = EnumProperty(
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@ -366,26 +365,25 @@ class ExportFBX(bpy.types.Operator, ExportHelper):
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)
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bake_anim_use_nla_strips = BoolProperty(
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name="NLA Strips",
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description=("Export each non-muted NLA strip as a separated FBX's AnimStack, if any, "
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"instead of global scene animation"),
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description="Export each non-muted NLA strip as a separated FBX's AnimStack, if any, "
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"instead of global scene animation",
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default=True,
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)
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bake_anim_use_all_actions = BoolProperty(
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name="All Actions",
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description=("Export each action as a separated FBX's AnimStack, "
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"instead of global scene animation"),
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description="Export each action as a separated FBX's AnimStack, instead of global scene animation",
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default=True,
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)
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bake_anim_step = FloatProperty(
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name="Sampling Rate",
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description=("How often to evaluate animated values (in frames)"),
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description="How often to evaluate animated values (in frames)",
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min=0.01, max=100.0,
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soft_min=0.1, soft_max=10.0,
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default=1.0,
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)
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bake_anim_simplify_factor = FloatProperty(
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name="Simplify",
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description=("How much to simplify baked values (0.0 to disable, the higher the more simplified"),
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description="How much to simplify baked values (0.0 to disable, the higher the more simplified)",
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min=0.0, max=10.0, # No simplification to up to 0.05 slope/100 max_frame_step.
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default=1.0, # default: min slope: 0.005, max frame step: 10.
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)
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@ -402,8 +400,8 @@ class ExportFBX(bpy.types.Operator, ExportHelper):
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)
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use_default_take = BoolProperty(
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name="Default Take",
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description=("Export currently assigned object and armature animations into a default take from the scene "
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"start/end frames"),
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description="Export currently assigned object and armature animations into a default take from the scene "
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"start/end frames",
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default=True
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)
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use_anim_optimize = BoolProperty(
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@ -413,7 +411,7 @@ class ExportFBX(bpy.types.Operator, ExportHelper):
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)
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anim_optimize_precision = FloatProperty(
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name="Precision",
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description=("Tolerance for comparing double keyframes (higher for greater accuracy)"),
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description="Tolerance for comparing double keyframes (higher for greater accuracy)",
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min=0.0, max=20.0, # from 10^2 to 10^-18 frames precision.
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soft_min=1.0, soft_max=16.0,
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default=6.0, # default: 10^-4 frames.
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