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.
I've added the ability for PyConstraints to define a function (doDriver) that is able to directly modify values of the owner/target, so that certain setups can be created reliably. Users should take note that this is against the basic concept of what a constraint does, and that under no circumstances may they set the values of any variables controlling the transforms. For more details, check out the information in the PyConstraint template script.
I've also updated PyConstraints to be aware of geometry targets. The script template has been updated with this information.
This averages the weights of vert groups per island (based on face connectivity)
Nice for making scales and works well with new dual-quat interpolation
This also helped me pinpoint a couple of off by one errors in the UV rasterizing code. One especially noteworthy was that all UV at 1.0 (on the 0..1 scale) didn't render properly.
Here is a script template for the "Script Templates" menu in the Text Editor. It provides you with the necessary functions for a PyConstraint set up, and also includes descriptions on what is required in each function.
Also removed the use of list.index() all over the place where the index was known. (saves searching the file and the possibility of duplicates messing it up)