Colin Basnett
3de1f075dd
Minor clean-up
2023-08-25 16:56:59 -07:00
Colin Basnett
560ec8fecd
Fixed a bug where exported PSKs would always use the mesh data's material instead of the object's material
2023-08-18 18:22:16 -07:00
Colin Basnett
8c74987f5b
Added human readable errors when bone, material or sequence names cannot be encoded into the Windows-1252 code page
2023-08-18 18:20:29 -07:00
Colin Basnett
60c7f2125a
Fixed a bug with the previous commit.
2023-08-16 15:52:28 -07:00
Colin Basnett
07ccc8c650
Added sequence reversing functionality for timeline markers
2023-08-16 12:00:26 -07:00
Colin Basnett
c4c00ca49e
Fixed a bug where exporting animations from NLA strip markers would result in corrupted animations
2023-08-15 15:26:44 -07:00
Colin Basnett
b6e5a13e5f
Fuxed a bug where it was not possible to export from markers
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Stupid typo, thanks Python
2023-08-15 15:16:07 -07:00
Colin Basnett
d823af9526
Merge branch 'master' into feature-nla-track-sequence-5x
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# Conflicts:
# io_scene_psk_psa/psa/export/operators.py
2023-08-14 23:18:01 -07:00
Colin Basnett
741357d0af
Incremented version to 5.0.3
2023-08-14 22:43:26 -07:00
Colin Basnett
fb2ab89766
Fixed a compatibility issue caused by the fix to #43
2023-08-14 22:42:59 -07:00
Colin Basnett
b20d19d072
Added NLA track sequence source option (reimplementation of feature-nla-track-sequence-source
branch).
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This just needs a bit of time in the oven to test it out.
2023-08-11 02:09:16 -07:00
Colin Basnett
d0d6deb63c
Changed name of faces that couldn't be added to "invalid" faces instead of "degenerate" faces
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This is because a face can still be rejected by being a duplicate, but it doesn't necessarily have to be degenerate (i.e., a line or point).
2023-08-10 23:38:56 -07:00
Colin Basnett
e9b09dc651
Incremented version to 5.0.2
2023-08-09 21:03:49 -07:00
Colin Basnett
ed89e78927
Fix #43 : Wedges can now address vertices with indices greater than 65535
2023-08-09 20:14:24 -07:00
Colin Basnett
9798415f75
Excluded the build files and script from the package
2023-08-04 17:03:40 -07:00
Colin Basnett
24b7bff3d8
Added a build script for easier packaging of the addon
2023-08-04 16:57:54 -07:00
Colin Basnett
73b967949d
Added progress reporting for PSA import
2023-08-04 16:44:14 -07:00
Colin Basnett
e750be474a
Fixed a bug where the action list would not be populated for PSA export if the armature had not had it's animation data initialized
2023-08-04 16:28:42 -07:00
Colin Basnett
972067860a
Fixed a bug where PSA exports would not work
2023-08-01 21:16:29 -07:00
Colin Basnett
95d72c23aa
Fix for error when importing PSKs
2023-07-30 00:06:41 -07:00
Colin Basnett
afe598f671
File structure/naming overhaul on the PSK importer and exporter
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* Inverted to the option to "ignore bone name restrictions". It is now "Enforce Bone Name Restrictions" and it is off by default.
* Added option to filter out "reversed" sequences from the sequence list
2023-07-29 20:51:23 -07:00
Colin Basnett
782c210f04
Major refactoring pass on the PSA file structure & naming
2023-07-29 16:00:53 -07:00
Colin Basnett
25bf8f2087
Set the parent index of the root bone to 0
instead of -1
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In normal UE2 derivates, it doesn't appear to matter what the parent index is; but in UE1 games that have basic support for PSK importing (i.e. Harry Potter 2), the parent index of the root bone must be `0` otherwise the import fails.
2023-07-28 03:18:05 -07:00
Colin Basnett
160a6b22f6
Fix for grammatical error
2023-07-26 16:28:37 -07:00
Colin Basnett
84f168a9c0
Handle importing PSAs with duplicate bone names gracefully
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For Harry Potter 2 models, the rig and the PSA files have bones with identical names. This would cause the PSA importer to fail because it was expecting that each bone name would be unique. The new behavior is to ignore duplicate bones when importing the f-curve data, but print a warning to let the user know something is wacky with their PSA rig.
For example, if there are two bones, A and B, with the same name, the first bone encountered (A) in the tree will be mapped to the armature bone, but bone B will be ignored.
2023-07-26 16:25:52 -07:00
Colin Basnett
0428c2bd72
Merge branch 'master' of https://github.com/DarklightGames/io_scene_psk_psa
2023-07-22 17:10:16 -07:00
Colin Basnett
75033056fa
Improved the poll message for PSK export when there are multiple armature objects
2023-07-22 17:09:28 -07:00
Colin Basnett
1f81a6b86b
Update README.md
2023-07-10 00:24:11 -07:00
Colin Basnett
51b105b5fb
Fix issue #37
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https://github.com/DarklightGames/io_scene_psk_psa/issues/37
2023-06-25 01:22:47 -07:00
Colin Basnett
2993d4569f
Added kofi badge to README
2023-06-20 19:46:01 -07:00
Colin Basnett
536937cc26
Removed superfluous funding file
2023-06-20 19:45:36 -07:00
Colin Basnett
68dee73d1a
Added kofi funding link
2023-06-20 19:00:31 -07:00
Colin Basnett
202a77d38a
Removed defunct material path preferences (BDK addon integration now handles this for us!)
2023-06-20 19:00:17 -07:00
Colin Basnett
5cb9714597
Added key compression functionality
2023-04-30 20:18:59 -07:00
Colin Basnett
15e20cdefc
Removed zip file added in error
2023-04-27 21:19:17 -07:00
Colin Basnett
9e18e40387
Merge branch 'bdk'
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# Conflicts:
# README.md
# io_scene_psk_psa/__init__.py
# io_scene_psk_psa/psk/data.py
# io_scene_psk_psa/psk/importer.py
# io_scene_psk_psa/psk/reader.py
2023-04-27 19:56:09 -07:00
Colin Basnett
268d039693
Disabling root motion now correctly exports the root bone in the bind pose in animations
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The description for Root Motion has also been updated to better explain how the setting works.
2023-04-27 19:43:15 -07:00
Colin Basnett
9566131690
Updated the readme.
2023-04-04 02:42:31 -07:00
Colin Basnett
e4e2354834
Added option to include or exclude shape keys from PSK import.
2023-04-03 22:12:09 -07:00
Colin Basnett
db6204d592
Incremented version to 4.3.0
2023-04-03 22:03:14 -07:00
Colin Basnett
89772ad90d
Added an empty MORPH_BASE
shape key if any shape keys are present on import.
2023-04-03 22:01:25 -07:00
Colin Basnett
f54d10bb80
Added support for reading and importing MRPHINFO and MRPHKEYS sections.
2023-04-03 21:28:08 -07:00
Colin Basnett
c99725b686
Bumped the minimum Blender version to 2.90
.
2023-04-03 02:26:53 -07:00
Colin Basnett
947c86eb8f
Fix for issue #32 .
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Unrecognized sections are now simply ignored.
2023-04-03 01:52:52 -07:00
Colin Basnett
7111a536b2
A blank material is now created if it is unable to be loaded via the BDK.
2023-04-03 01:40:17 -07:00
Colin Basnett
25e1b73fc7
Removed unused property
2023-04-03 01:39:57 -07:00
Colin Basnett
f7b97added
* Allow users to export a sequence in reverse
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You can do this by naming a sequence `<name>/<reversed_name>`. For example, `crawlF/crawlB` will result in two export options: `crawlF` (forward) and `crawlB` (the same animation, but reversed).
* Allow users to exclude sequences from the export dialog by prepending the name of the action/marker with a "#" character.
* The "Use original sequence names" option has been removed as it's not really needed.
2023-04-01 15:04:16 -07:00
Colin Basnett
fd02f3f4d7
Now using new BDK addon operators to load the materials
2023-03-09 01:51:04 -08:00
Colin Basnett
f40db53cb9
Fixed a bug where it was possible to export a PSK with no bones
2023-02-18 00:28:31 -08:00
Colin Basnett
c9d4958800
Sequences can now be exported from action pose markers
2023-02-17 22:18:46 -08:00