Sat, Oct 12
auto-parsing of commits in 2.81 branches is still not fully working it seems… Changed those 'flags' in rBA2476c0b4b2789e65f1ef95989d4e42dfd784be45 (and merged it in master), so this should be testable in next daily build.
Fri, Oct 11
As Ryan said, it's tolerable that complex textures with layers are not exported. However, image textures should be exported correctly, as in any other 3D package.
Hey, thank you for listening and helping out!
Afaik, A tag means 'animated', and U means 'user-defined data' (this is just assumptions from older FBX I analyzed during main development phase of the add-on, think there are no official info about those anywhere)…
Took me days of pulling hair and googling to find that textures not exporting is by design. I don't think it's an unreasonable user expectation for simple shaders like Diffuse BDSF to export texture images. I can live with the workaround however. It's just extremely obscure and unintuitive.
Ahh interesting. I think that I might not have had it installed correctly-- a clean build today and I'm seeing the attributes in the correct place! My apologies. But Maya is still not picking them up. [captain picard facepalm gif]
Thu, Oct 10
I just found out about this task/idea after trying to update D2324. One thing to note about D2324 (and any other potential system) is that the properties are read from a CacheFile whose evaluation is inside the dependency graph so we have to be able to set a relationship from the object (or ID) to the CacheFile. Now, D2324 does not work anymore for this very reason: there does not seem to be a way yet to set this dependency through the F-Curve Modifier's API (unless I missed something), therefore we do not have a valid CacheFile handle to read the data from because the object might be evaluated before the one for the CacheFile, and it is simply crashing.
You are not addressing my points… again, new code in the FBX exporter puts pose props in the model FBX node, which afaik is the expected behavior…
I managed to run a few tests and it works!
@Julien DUROURE (julien) yeah, if you could switch to it (and extend it maybe with extra features you may already have in glTF wrapper?), that would be ideal, since that would leave a single place to handle that conversion between nodal shader and 'old', 'fixed pipeline' shading type…
Right, it's not using it for now.
I need to have a look on node_shader_utils.py because I was not really aware it exists.
@Julien DUROURE (julien) aye, but iirc glTF uses its own 'translation' system, not the node_shader_utils.py, to get shading values out of a node shader?
Note that glTF needs to be updated too
Wed, Oct 9
Did you actually checked my commit? Now we export EDIT bone props in the attribute node (as expected), and POSE bone props in the model (aka 'object') node, that’s what was missing previously. Would not see any reason to write editbone props in the model, that would be only confusing… and would make separation between edit and pose ones impossible.
That’s more of a TODO than a bug really, that property did not exist I think when the node wrapper was written… Will add it to the tool and the formats that support it (iirc OBJ/MTL also has some emissive info?).
Tue, Oct 8
Thanks, will fix that exporting issue, it's rather trivial.
Mon, Oct 7
You have to apply the patch and compile Blender to test the feature, it is not in the daily builds. Also your file does not have velocity information (the array size is 0). So without the patch and without custom velocities, Cycles is just using an interpolation between the previous, current, and next frames.
I have some blurriness, but it doesn't seem to look right. (see Images)
This is a particle system that I exported and then reimported to reverse the movement. And the plane is a dupliobject on the vertices of the ABC.
I would not expect to see a clear outline of the plane in the image with motion blur. Also, the position of the blur is set to Center. But this seems more like Start. And the shutter duration also has no effect.
For those who haven't noticed, I updated and fixed the patch D2388, please try it if you can!
Sat, Oct 5
Lemme attach a reference Maya export too, while I'm at it.
Fri, Oct 4
Thu, Oct 3
I don't know if I did anything wrong, but when testing here, the result was far worse than just a few non-animated fingers.
@Gaia Clary (gaiaclary), can you take a look?
Wed, Oct 2
Well, in Blender we use square for historical reasons to have more linear control when the crease is around the range from 0 to 0.2. Without the square the sharpness was raising too quickly, making it more difficult to control and also having too much difference with older Blender versions.
Tue, Oct 1
PLY needs extra vertices for UV's and colors, this is whats happening in this case.
I would not mind getting @Sergey Sharybin (sergey)'s advice on the handling of crease value in blender vs. other softwares using opensubdiv - provided he has any? ;)
Mon, Sep 30
Sun, Sep 29
I have this problem as well, except for the fact that blender does this to a random mesh that's animated:
Sat, Sep 28
It's strange that Blender 2.8 solved most interface annoyances when compared with other 3D packages but keep some that are still unique. I've tested most 3D packages and Blender is the only one that is unable to save a .obj file without textures (even if this option is available in the export as "Export Materials". If we are using an image file we must add manually a mat_kd line with the proper image name after. Come on guys, this is not, by any means. a design choice, it's just clumsy and unique to blender. If I choose in the options to export materials and "copy" option available, the used textures should be copied and the respective mat_kd line added.
Wed, Sep 25
Will fix the crash (issue related to sub-armature children of main one), but please note that importing such complex rig is doggy at best in Blender currently… You'll have to reset the pose at the very least.
Note: despite the fact the armature wont be correctly set up (error above), I still get a mesh coming in (Genesis8Female.Shape)
There seems to be something wrong with that, too (get a crash entering editmode on this one).
I have to call:
to correct this.
I receive the same error message