Open Sunbutt opened 8 years ago
For automatic Mesh generating with alpha .pngs, there is an awesome plugin: https://gumroad.com/l/leafig
and here the tut on how to then add it to coa_tools window: https://www.youtube.com/watch?v=6jG6P70_aTc&t
For remeshing it, make this: https://www.youtube.com/watch?v=7gyFAA1HLXU
We all know alpha transparency is broken in the viewport, which is hurting this addon IMO. The only workaround I've found is to switch to game engine, change the alpha blend to alpha clip, then switch back to internal. So I think adding a button that automatically switches between opaque and alpha clip for all and/or select materials would be a great addition.
I don't even use the current mesh fill modes. The normal one is unpredictable, and the triangle fill generates way too many unwanted vertices. What I've been doing is using Mesh Fill (MESH_OT_fill), then Project From View (Bounds). This gives a great triangulated mesh, but the textures tend to be inaccurate if there are no vertices on the bounds of the original sprite. Thus adding a Triangulated Mesh Fill option would be welcome.
Adding the same mesh generation method that Dragonbones uses; triangulating the base bounding box as you add vertices. I don't know if it's possible, but I thought I'd ask :D
Dragonbones import. I don't know if I've been doing it wrong, or if currently the addon cannot import the Dragonbones JSON format. If the latter, adding it would be cool, since there's already an export option. With this, the previous point (Mesh Generation) would be moot, since one could place the sprites and generate the meshes in Dragonbones, and bring it over to Blender for rigging, weight painting and animation. No need to do the same work already done in another program.