in 2.48 constant interpolations meant that wasnt a problem but since it now uses linear interp. you can notice errors with animated characters because the 2 eulers are not compatible.
Added optional euler_compat argument to matrix.toEuler(eul) and quat.toEuler(eul) so when getting the euler rotations from a list of matrices the animation curve will be continues.
Also added euler.makeCompatible(euler).
- warning silenced for imagepaint.c
* FBX Bugfix, was exporting all animation curves as 'Constant' type (no docs for this so could only guess), Thanks to Sander Brandenburg for spotting this problem.
Also improved keyframe removal to work on animation curves an angle
even though the format allows materials and textures to be written separately the textures wont load right in maya or 3dsmax unless each texture has its own material.
However meshes that use an armature cant use object animation.
faster exporting for non modifier applied, armature meshes (transform all verts using wrapped C func)
* made name string cleaning function allow chars ,.()[]{} in fbx model names
* clamped export lamp intensity to 200
* each mesh only links to the image-textures it uses. (before it linked to ALL textures)
* added support for AllSame mapping, this means when a material or texture only uses one, a single mapping index can be given rather then a big list with the same value in it.
* improved material and texture mapping method
* material indicies were incorrectly exported
* export object materials using colbits
* scaled armatures would scale bones twice
* scenes with no world would raise an error
Additions
* added options for global scaling and rotating, defaults will load correctly in MotionBuilder
* modifiers can be applied to skinned meshes, the armatures are set to their rest positions for python to get the un-deformed mesh. This makes exporting a mesh with subsurf and armature applied work as expected.
* meshes with parent bones are exported as weighted meshes.
* use lamp modes for cast light and cast shadow FBX settings.
* batch exporter, scenes or groups can be exporter to a file each.
* help button to load the wiki exporter page.
* added a user interface
* added support for exporting multiple actions as FBX's 'Takes'
* added support for one armature effecting multiple meshes
* added support for multiple armatures (bone names wont have namespace collisions)
So it can be used to export walk cycles etc.
Animated armatures also work (import BVH and export as FBX for instance)
Pose data is transformation is key'd on every frame at the moment, so IK's and constraints are applied but blenders keyframes are not used.
at the moment one armature applied multiple meshes wont work properly and armatures cant have transformation.
replaced with a help_bpy_api.py, that opens a web browser at the Blender Python API page.
Camera.c - added a veriable .angle to camera, same as .lens but adjusts the camera angle in degrees (like the D button)
export_fbx.py - use the the camera angle property.
object_cookie_cutter.py - use PointInTriangle2D rather then own function.
buttons_shading.c - added OB: and tooltip to object world mapping.
interface_draw.c - (Simple theme) text buttons looked exactly like normal buttons (more confusing when they had no text), made the text and ID buttons render inset so you can tell them apart.
export_fbx - blender cameras now work properly (converted lens angle, rotate to the right axis)
Made meshes, armatures and cameras use the same namespace.
DirectX8Exporter - update from David Teviotdale, change names of exported objects so some DX readers dont fail
xsi_export - Null materials made the export fail (python error).
This may not be a correct solution since material indicies could be messed up now. I have no way of reading these files.
export_fbx - export lamps, (point/spot/sun), Mesh edges, Dupli'Objects and static particles as edges. bug fix in material export and better reuse of some standard text chunks.
fly mode, added acceleration on mouse-wheel and +/- so flicking the mousewheel has more effect and dosnt feel so slugish.
BPySys.py - cleanName, dumb mistake.
BPyObject.py - function for getting an objects armature, look at both parent and modifier.
editmesh_add.c and BPyAddMesh.py - check for multires
filesel.c, Append/Link had a bug where files linked in, didnt have the LIB_APPEND_TAG unset, and appending these into a new blend file would link instead.
BKE_library.h, library.c - utility functions for flagging listbases flag_all_listbases_ids and and flag_listbase_ids
import OBJ dosnt raise a Py Error when no image is given for a material
export FBX works much better, tested 179 models and dosnt crash on any now. tested import export with large scene, 375,000 tri's.
Mesh.py doc note about UV coords,,
editmesh_add minor typo