EpicGamesExt / BlenderTools

Blender addons that improve the game development workflow between Blender and Unreal.
https://epicgamesext.github.io/BlenderTools/
MIT License
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FBX Export Operator Patch #554

Closed james-baber closed 1 year ago

james-baber commented 1 year ago

Major Changes

Minor Changes

Deprecated

Tests Passing On

james-baber commented 1 year ago
  • did use_object_origin ever work for combined assets?
  • use_object_origin works for static meshes, not for combined static meshes

I believe it should are you noticing something different?

  • weirdly, when testing with mannequins.blend, the meshes along with their armature that I move to a different location all get moved to origin when I 'push assets'. I'm probably missing something here?

Hmm yea that does seem odd. Are you talking about their animation keys are moving them back to center or did you re-key those to a new world location? If you run the test suite only on test_use_object_origin_option and If you set a break point here https://github.com/james-baber/BlenderTools/blob/f619c5940bb993f71deacf74786a93dacb5b5740/tests/utils/base_test_case.py#L819

This should offset both the mannequin and all its actions fcurve locations. to 1,1,1 in the blender world. And can you test manually from there?

iigindesign commented 1 year ago
  • did use_object_origin ever work for combined assets?
  • use_object_origin works for static meshes, not for combined static meshes

I believe it should are you noticing something different?

  • weirdly, when testing with mannequins.blend, the meshes along with their armature that I move to a different location all get moved to origin when I 'push assets'. I'm probably missing something here?

Hmm yea that does seem odd. Are you talking about their animation keys are moving them back to center or did you re-key those to a new world location? If you run the test suite only on test_use_object_origin_option and If you set a break point here https://github.com/james-baber/BlenderTools/blob/f619c5940bb993f71deacf74786a93dacb5b5740/tests/utils/base_test_case.py#L819

This should offset both the mannequin and all its actions fcurve locations. to 1,1,1 in the blender world. And can you test manually from there?

Yes! Will test today

james-baber commented 1 year ago

Ok so I confirmed there is an issue with the combine meshes now, and it placing all objects at 0,0,0. Ill look into this and submit the fix.