Releases: WistfulHopes/GBFRBlenderTools
Releases · WistfulHopes/GBFRBlenderTools
GBFR Blender Tools 1.1.0p2
Tiny fix for Index out of Range error on import
Compatible with Blender 4.2
Fixes:
- Fixed error that some models, such as fp0000 had which caused the model import to fail.
- Just added a condition to pass if vertex group assignment fails for vertex groups that seem to not exist on the armature, but are referenced by the weight data.
GBFR Blender Tools 1.1.0
Fixes for update 1.1.1 minfo magic numbers
Compatible with Blender 4.1
Additions & Changes:
- Model magic is now saved to the model on import
- Added ui panel to change magic number
- If model has no magic number, user will be prompted to add one, which will go and fetch the latest number, or default back to a hardcoded one.
- On export, the model's magic will be updated
- Updated MInfo_ModelInfo.fbs for 1.1 update changes
- Updated json keys in exporter to account for minfo fbs key changes
Fixes:
- Fixed Split Mesh Along UVs Button
- Fixed UI layout
GBFR Blender Tools 1.0.0
You no longer have to sort your materials.
All materials must have a valid material index set to export. Use the Materials section in the Tool Shelf (3D View
> press N
> GBFR
) to set them. These material indices correspond with the materials list in the model's .mmat
files.
Additions & Changes:
- Added menu to GBFR Tool shelf panel to control material indices.
- Materials no longer have to be sorted in their original order for exporting.
- Material indices are now imported as custom properties on materials
- Missing or invalid Material indices will print human-readable errors
- Imported Material naming scheme now changed to "#" (e.g. "common#0").
- This avoids blender overriding the material index number of the name when a duplicate material name exists.
- Errors should be less gargantuan in size now
- Added credits section to Tool Shelf Panel
- Bone group names on export are limited to 2 characters
Fixes:
- Mesh and Armature objects are now unhidden on export
- Fixed limit and normalize weights button and on export not normalizing all weights
- Updated bone translations for spine, chest, upper chest
- Added more human readable errors for:
- Having more than 1 UV map
- Having too many vertex weights (too many bones)
- Having invalid bone group names
Removed:
- Removed sort materials button
GBFR Blender Tools 0.5.4
- Fixed support for blender versions < 4.0
- Fixes by @rurires:
- Fixed Normals flipping on export
- Faces should now be properly be sorted by materials
- Vertices should now be properly unhidden on export
- Actually updated the add-on's version number this time
GBFR Blender Tools 0.5.3
MODELS SHOULD NO LONGER EXPLODE!!!!! HOORAY!!!!!
Additions & Fixes:
- MODELS SHOULD NO LONGER EXPLODE!!!!!!!!!
- Loose geometry is now deleted on export since loose geometry was causing the models to explode.
- Added UI panel button
Delete Loose Verts & Edges
to delete any loose geometry.
- Bone collections now get imported (Thanks to @bujyu-uo)
- Bone collections also get exported too
- Added bone scale from .skeleton file (most of the time it's just 1.0)
- Changed import collection name format to
GBFR Model Collection_{model_name}
- Improved translating from English Bone Names to GBFR bone names. Should support some standard bone naming conventions like Unity and Unreal, and ones that mimic them.
- Turned off flatc warnings
GBFR Blender Tools 0.5.1
- Fixed undo steps being purged after export
- User no longer needs to save before exporting
- Added Limit & Normalize Weights Button (Limits all vertex weights to 4 groups and normalizes them)
- Split verts along UV islands button now works
- Fixed select Zero Weight Vertices button (thanks to WolfieBeat's script)
GBFR Blender Tools 0.5.0
Features
- New Tool Shelf Menu (Accessed by pressing 'N' in the 3D view and going to the "GBFR" Tab)
- Tool shelf has buttons to fix stuff, and just general utilities:
Split Mesh along UVs:
Prevents the textures from looking warped in areas on export. (Makes sure to separate vertices that are shared among 2 separate UV islands).Sort Materials:
Sorts the order of the materials list so it should be close enough to how they import. Helps with stopping materials from going invisible when out of order.Translate Bones:
Allows you to switch between the GBFR bone names and Unity/Blender standard bone names.Flip Normals:
Flips the facing of selected geometry in edit mode, so if the model appears inside out, you can flip the facing so it's right-side out.Merge by Distance:
Joins vertices that are close together but not joined.Separate by Materials:
Separates the model's main mesh into several meshes, one for each material. Also renames them to the material names.Join all meshes:
Joins all the model's meshes into 1 mesh.Select Zero Weight Vertices:
Selects all vertices that are not connected to any bones. Exporting with 0 weight vertices fails, so this highlights them for you to be able to find them easier and fix them.
- User must now save blender file to export. This is so that destructive changes done to the model during export are reverted.
- Model Armatures now get set to Wire and In-Front view on import.
Fixes
- Fixed pl0800 (Lancelot) not importing. Issue was caused by duplicated faces found in one material on the model, throwing off the face count since blender doesn't allow duplicate faces.
- Exporter now unhides all vertices to avoid edge case error.
- Importing now only flips normals on the model that's being imported.
- Fixed export joining UV Islands along shared vertices causing warped textures. Now splits edges along UV Island seams.
- Fixed exporter leaving left over files on fail that prevented further exports.
- Added more, and improved some readable exceptions for users.
GBFR Blender Tools 0.3.0
Warning: Remove the old Importer
and Exporter
addons before installing this one!
Important: You no longer need to rotate the model onto it's back before exporting!
- Merged Importer & Exporter into 1 Addon.
- Imported models are now named with the name of the
.minfo
file. - Counter-Rotation and Transforms are now applied on export .
- Transforms are now applied on import.
- Added Scale option on Import/Export.
- Exporter now exports a copy of the model instead of destructively editing the original model.
- Added some more exceptions.
- Moved import and export logic into separate files.
Exporter 0.2.3
You no longer need to convert through FlatBuffers separately. Just make sure you set the path to flatc.exe in the Addon's Preferences.
When you export, make sure you export to a folder that has a copy of the model's original .minfo (Don't put the original .mmesh or .skeleton with it, they will be overwritten)
- Integrated FlatBuffers conversion on export. The exported files will show up in a new folder where you exported to called "_Exported_MInfo"
- Mesh transforms are auto applied
- Quads are automatically converted into tris
- Common errors for missing data/incorrect setups will now show a more understandable and easily readable error.
- Minimum Blender version now correctly bumped up to 3.5
- File explorer for export shows .minfo files for easier user navigation
Exporter 0.2.2
- Weights are automatically fixed on export.