Scripts:
-- adding help_browser.py to show help for installed scripts;
-- updated scripts to include basic doc info to be shown with above script:
script authors can / will / should update with more info, of course;
-- updated some scripts to newer versions: disp_paint, fixfromarmature, hotkeys, etc.
This commit is contained in:
@@ -6,6 +6,46 @@ Blender: 234
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Group: 'Export'
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Tip: 'Export armature/bone data to the Cal3D library.'
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"""
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__author__ = ["Jean-Baptiste Lamy (Jiba)", "Chris Montijin", "Damien McGinnes"]
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__url__ = ("blender", "elysiun", "Cal3D, http://cal3d.sf.net")
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__version__ = "0.7"
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__bpydoc__ = """\
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This script exports armature / bone data to the well known open source Cal3D
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library.
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Usage:
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Simply run the script to export available armatures.
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Supported:<br>
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Cal3D versions 0.7 -> 0.9.
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Known issues:<br>
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Material color is not supported yet;<br>
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Cal3D springs (for clothes and hair) are not supported yet;<br>
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Cal3d has a bug in that a cycle that doesn't have a root bone channel
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will segfault cal3d. Until cal3d supports this, add a keyframe for the
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root bone;<br>
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When you finish an animation and run the script you can get an error
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(something with KeyError). Just save your work and reload the model. This is
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usually caused by deleted items hanging around;<br>
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If a vertex is assigned to one or more bones, but has for each bone a
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weight of zero, there used to be a subdivision by zero error somewhere. As a
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workaround, if sum is 0.0 then sum becomes 1.0. It's recommended that you give
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weights to all bones to avoid problems.
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Notes:<br>
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Objects/bones/actions whose names start by "_" are not exported so call IK
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and null bones _LegIK, for example;<br>
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All your armature's exported bones must be connected to another bone
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(except for the root bone). Contrary to Blender, Cal3D doesn't support
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"floating" bones.<br>
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Actions that start with '@' will be exported as actions, others will be
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exported as cycles.
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"""
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# $Id$
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#
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# Copyright (C) 2003 Jean-Baptiste LAMY -- jiba@tuxfamily.org
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