pavelblend / blender-xray Goto Github PK
View Code? Open in Web Editor NEWSTALKER (aka xray-engine) import/export plugin for Blender 3D
License: BSD 2-Clause "Simplified" License
STALKER (aka xray-engine) import/export plugin for Blender 3D
License: BSD 2-Clause "Simplified" License
when importing stalker_neutral_1.object from XRay-SDK
possibly bugs:
Exception in module unregister(): '/home/igel/.config/blender/2.72/scripts/addons/io_scene_xray/init.py'
Traceback (most recent call last):
File "/usr/share/blender/2.72/scripts/modules/addon_utils.py", line 355, in disable
mod.unregister()
File "/home/igel/.config/blender/2.72/scripts/addons/io_scene_xray/plugin.py", line 164, in unregister
bpy.types.SpaceView3D.draw_handler_remove(overlay_view_3d)
ValueError: callback_remove(handle): NULL handle given, invalid or already removed
Traceback (most recent call last):
File "~/.config/blender/2.72/scripts/addons/io_scene_xray/xray_inject_ui.py", line 63, in draw
data = context.object.active_material.xray
AttributeError: 'NoneType' object has no attribute 'xray'
possible hierarchies:
try to use EditBone 'matrix' property
on the basis of texture file name
which imported in #27
try to use intermediate/fake bones to connect imported bones in hierarchy
try to hide fake bones (test IK works)
such as "Subdivision Surface"
export bones to .object files
XRay SDK calculates wrong tangents, then try to use blender tangents and binormals
finding the appropriate texture slots and use them
Error: Traceback (most recent call last):
File "/usr/share/blender/2.70/scripts/modules/addon_utils.py", line 355, in disable
mod.unregister()
File "/home/igel/.config/blender/2.70/scripts/addons/io_scene_xray/plugin.py", line 100, in unregister
inject_done()
File "/home/igel/.config/blender/2.70/scripts/addons/io_scene_xray/xray_inject.py", line 97, in inject_done
inject_ui_done()
File "/home/igel/.config/blender/2.70/scripts/addons/io_scene_xray/xray_inject_ui.py", line 112, in inject_ui_done
for c in classes.remove():
TypeError: remove() takes exactly one argument (0 given)
into custom blender PropertyGroup-s with UI-panels
new weapon or static object
vertices, indices, uv-/weight-maps, motions
command-line switch control
mp_atp_buildings.object
convert to warnings
and apply object transformation to mesh
now calculated as bounding sphere of bounding box
to simplify import algorithm and imported objects hierarchy
to export parts of the level in one directory
e.g. from wpn_groza_hud.object
try to skip armature modifier during convert to bmesh
to import the decompiled parts of the level in one scene
as in blender-ogf repo
to reduce code size
to simplify the process of creating models
can be imported as bone 'Inverted Kinematics'
need import bone 'roll'
static
objects: eshader: default
dynamic
objects: eshader: models\model
or stretch bones (as implemented yet)
add import operator property
При изменении default-значений в коде аддона, эти значения применяются к blend-файлам, сохранённым в предыдущей версии аддона.
Т.е. если мы когда-нибудь поменяем gamemtl
у кости с 'default_object'
на новое значение, то это новое значение будет использовано при открытии существующих blend-файлов для всех костей, для которых пользователь явно или неявно выбрал 'default_object'
, т.е. поменяет поведение уже ранее созданных объектов.
Наличие этой ишью не позволяет нам менять default-значения у свойств в коде.
fix mk_release.py
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