Unfortunately I can not - I tested a month ago one scene and a file
exported from Blender to 3ds max (reference implementation) and showed
errors. I no longer have either the file or scene, and detailed
information is not checked, because the FBX does not interest me.
On Sun, Jan 8, 2012 at 03:
Hi all,
Here's notes from today's meeting.
(And no, we didn't decide or discuss Collada issues, that's still being
reviewed! :)
1) Blender 2.62 release targets
- Current targets: http://wiki.blender.org/index.php/Dev:Doc/Projects
- Antonis: UV tools progresses, it takes a couple of more days.
Hi devs,
Here is the codereview link to the patch corresponding to current
vgroup_modifiers branch: http://codereview.appspot.com/5531047/
It:
*Slightly enhances the weight preview behavior for modifiers using it
(esp. in the WeightPaint mode, where it allows to either see the org
weight, fina
I started reading the asset's ideas!
I'll be really pleasant to help!
And even I will never have time to write in the wiki (since I have to study
how to)
Give me Andrea's mail or a post in the mailing list and I'll write there! :)
Cheers,
Francesco
2012/1/8 Ton Roosendaal
> Hi all,
>
> Here's n
I'm probably a bit too late for the fight and tried to read all the thread
for this (there is several email with different subjects).
I do understand the complexity with collada, and yet I don't understand all
the issue you mention, but i'll trust you for this. Two years ago I wrote a
simple LUA DA
>
>
>
> so +1000 for a python, dependency less from scratch... one feature at the
> time with clear, simple and well commented code ! I'm sure many people will
> be able to help in the community. But until we have a I/O addon working for
> basic features as a complete scene (no animation, no bones,
Quoting Juan Linietsky :
> >
> >
> >
> > so +1000 for a python, dependency less from scratch... one feature at the
> > time with clear, simple and well commented code ! I'm sure many people will
> > be able to help in the community. But until we have a I/O addon working for
> > basic features as
>
>
> but as it is right now it does support animations, in my opinion(which
> i know doesn't amount to much right now) we need an equivalent to start
> with before it gets tore out. i agree it needs to be python like the
> rest,but to rip it out now and (no offense Juan) replace it with
> somethin
On Mon, Jan 9, 2012 at 2:16 PM, Juan Linietsky wrote:
>>
>>
>> but as it is right now it does support animations, in my opinion(which
>> i know doesn't amount to much right now) we need an equivalent to start
>> with before it gets tore out. i agree it needs to be python like the
>> rest,but to ri
Campbell, I don't mind accepting patches or helping out people to work on
the plugin , but what I can't do is to promise spending much time adding
more features myself or upon request. I don't really know much about the
development process of Blender, so if you feel this will work then I'll
gladly
>
> I'm also ready to help by adding features. I'm not so good to start
> things, but when I see
>
how it's done then I should be able to add new features... Let's do this :)
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Hi Juan,
theres nothing wrong with this - its basically what I do for FBX and a
few other formats - keep them running and try to fix bugs users
report.
You wont be expected to fix every bug either - for more simple scripts
like this often technical users provide patches too.
- Campbell
On Mon,
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