Releases: xavier150/Blender-For-UnrealEngine-Addons
Releases · xavier150/Blender-For-UnrealEngine-Addons
Pre Rev 0.2.9.1
== Rev 0.2.9 ==
- Change: The skeletal mesh are exported with scale at 1.0.
- Change: You can use "Show Asset(s)" and "Show Action(s)" buttons for force to update the action cache.
- Fixed: Do a new preset do a script error.
- Fixed: Export filter "Only select and active action" don't work with poses.
- Fixed: The export action cache is not correctly updated.
- Fixed: In camera sequencer with some frame rates the frame keys can be shifted.
Rev 0.2.8
- New: Change: Better UI and Optimized.
- New: Auto-Rig Pro support (Needed for convert armature durring the export)
- New: You can now choose the preview collision color.
- New: You can set a light map res depending on the surface Area.
- New: New button for update light map res depending on the surface Area.
- New: You can now use ../ for up one directory in folder names.
- New: You can now set Socket name in object property if needed.
- New: You can now set skeleton name to use for import script (Proxy use)
- New: You can now set directly the desired export name for each objects.
- New: More option for action names.
- New: Camera Sensor Width and Height are now added in additional tracks.
- New: Cached animation to export in UI for better optimisation.
- New: Skeleton search mode for import animation with specific skeleton.
- New: Option for export only selected object and active action.
- New: Option for export collections with Subfolder.
- Change: New potential error: Check if the unit scale is equal to 0.01 (You can disable this potential error in addon_prefs)
- Change: Better check and potential errors info for Armature.
- Change: Some potential errors can have button to the documentation.
- Change: Potential error (inherit_scale = False) bone removed.
- Change: 20 Tab python integration is now not supported
- Change: Better import script for Assets
- Change: Better import script for Sequencer
- Change: Asset export now use json open data
- Change: Camera export now use json open data
- Change: Camera export optimisated
- Change: Simple others change in property values and texts.
- Change: Return to the user mode (OBJECT, EDIT, [...]) after the export
- Change: Import Script values are now saved with Nomenclature Presets.
- Change: "Include armature in animation file name" option moved to Animation Properties Panel
- Change: Clean illegal char, you can now use complex assets name without problem.
- Fixed: Export fail if the object consraint shapes keys and modifiers.
- Fixed: Export fail if UserMode not set
- Fixed: Create PhysicsAsset option in skeletalMesh alway create PhysicsAsset.
- Fixed: Useless data created by the export are not removed
- Fixed: Potential error (multiple roots bones) Doesn't count bones correctly
- Fixed: With Unit Scale not at 0.01 F-Curve modifier are 100 times too small.
- Fixed: Focal length in additional tracks are not updated
- Fixed: Sequencer import script error with 4.26, ConfigParser import changed to configparser.
- Fixed: Assets import script error with 4.26, ConfigParser import changed to configparser.
- Fixed: Camera cut in Imported sequencer was not visible in other sequencer (CameraBindingID)
- Fixed: If armature name contain illegal char, in Unreal the Skeletal Mesh is not found by Anim assets.
- Fixed: Fix potential error with popup can do script errors.
- Fixed: FBX export do crash in Blender 2.8 when not used data is removed before export.
- Fixed: Socket object with lower char are not updated during export. (Custom name and +90X)
- Fixed: Select Vertex in potential error do a script error if the model is hiden
- Fixed: In Check potential error create UV Project do error in Blender 2.9
- Fixed: Alambic export do error if face consisting more than 4 vertices.
- Fixed: Hard coded windows path don't work on Linux.
- Fixed: Some collisions and sockets can be exported with wrong name (Wrong rename after duplicate during export)
- Fixed: Vertex color are imported only with an reimport.
- Fixed: (Re-)Import of Generate Lightmap UVs option not updated.
Pre Rev 0.2.8.3
- New: Change: Better UI and Optimized
- New: Auto-Rig Pro support (Needed for convert armature durring the export)
- New: You can now choose the preview collision color.
- New: You can set a light map res depending on the surface Area
- New: New button for update light map res depending on the surface Area
- New: You can now use ../ for up one directory in folder names
- New: You can now set Socket name in object property if needed
- New: You can now set skeleton name to use for import script (Proxy use)
- New: You can now set directly the desired export name for each objects.
- New: More option for action names.
- New: Camera Sensor Width and Height are now added in additional tracks.
- New: Cached animation to export in UI for better optimisation
- New: Skeleton search mode for import animation with specific skeleton
- New: Option for export only selected object and active action
- Change: New potential error: Check if the unit scale is equal to 0.01 (You can disable this potential error in addon_prefs)
- Change: Better check and potential errors info for Armature.
- Change: Some potential errors can have button to the documentation.
- Change: Potential error (inherit_scale = False) bone removed.
- Change: 20 Tab python integration is now not supported
- Change: Better import script for Assets
- Change: Better import script for Sequencer
- Change: Asset export now use json open data
- Change: Camera export now use json open data
- Change: Camera export optimisated
- Change: Simple others change in property values and texts.
- Change: Return to the user mode (OBJECT, EDIT, [...]) after the export
- Change: Import Script values are now saved with Nomenclature Presets.
- Change: "Include armature in animation file name" option moved to Animation Properties Panel
- Change: Clean illegal char, you can now use complex assets name without problem.
- Fixed: Export fail if the object consraint shapes keys and modifiers.
- Fixed: Export fail if UserMode not set
- Fixed: Create PhysicsAsset option in skeletalMesh alway create PhysicsAsset.
- Fixed: Useless data created by the export are not removed
- Fixed: Potential error (multiple roots bones) Doesn't count bones correctly
- Fixed: With Unit Scale not at 0.01 F-Curve modifier are 100 times too small.
- Fixed: Focal length in additional tracks are not updated
- Fixed: Sequencer import script error with 4.26, ConfigParser import changed to configparser.
- Fixed: Assets import script error with 4.26, ConfigParser import changed to configparser.
- Fixed: Camera cut in Imported sequencer was not visible in other sequencer (CameraBindingID)
- Fixed: If armature name contain illegal char, in Unreal the Skeletal Mesh is not found by Anim assets.
- Fixed: Fix potential error with popup can do script errors.
- Fixed: FBX export do crash in Blender 2.8 when not used data is removed before export.
- Fixed: Socket object with lower char are not updated during export. (Custom name and +90X)
- Fixed: Select Vertex in potential error do a script error if the model is hiden
- Fixed: In Check potential error create UV Project do error in Blender 2.9
- Fixed: Alambic export do error if face consisting more than 4 vertices.
Pre Rev 0.2.8.2
- New: Change: Better UI and Optimized
- New: Auto-Rig Pro support (Needed for convert armature durring the export)
- New: You can now choose the preview collision color.
- New: You can set a light map res depending on the surface Area
- New: New button for update light map res depending on the surface Area
- New: You can now use ../ for up one directory in folder names
- New: You can now set Socket name in object property if needed
- New: You can now set skeleton name to use for import script (Proxy use)
- New: You can now set directly the desired export name for each objects.
- New: More option for action names.
- New: Camera Sensor Width and Height are now added in additional tracks.
- Change: New potential error: Check if the unit scale is equal to 0.01 (You can disable this potential error in addon_prefs)
- Change: Better check and potential errors info for Armature.
- Change: Some potential errors can have button to the documentation.
- Change: Potential error (inherit_scale = False) bone removed.
- Change: 20 Tab python integration is now not supported
- Change: Simple others change in property values and texts.
- Change: Return to the user mode (OBJECT, EDIT, [...]) after the export
- Change: Import Script values are now saved with Nomenclature Presets.
- Change: "Include armature in animation file name" option moved to Animation Properties Panel
- Change: Clean illegal char, you can now use complex assets name without problem.
- Fixed: Export fail if the object consraint shapes keys and modifiers.
- Fixed: Export fail if UserMode not set
- Fixed: Create PhysicsAsset option in skeletalMesh alway create PhysicsAsset.
- Fixed: Useless data created by the export are not removed
- Fixed: Potential error (multiple roots bones) Doesn't count bones correctly
- Fixed: With Unit Scale not at 0.01 F-Curve modifier are 100 times too small.
- Fixed: Focal length in additional tracks are not updated
- Fixed: Sequencer import script error with 4.26, ConfigParser import changed to configparser.
- Fixed: Assets import script error with 4.26, ConfigParser import changed to configparser.
- Fixed: Camera cut in Imported sequencer was not visible in other sequencer (CameraBindingID)
- Fixed: If armature name contain illegal char, in Unreal the Skeletal Mesh is not found by Anim assets.
- Fixed: Fix potential error with popup can do script errors.
- Fixed: FBX export do crash in Blender 2.8 when not used data is removed before export.
Pre Rev 0.2.8.1
- New: Change: Better UI and Optimized
- New: Auto-Rig Pro support (Needed for convert armature durring the export)
- New: You can now choose the preview collision color.
- New: You can set a light map res depending on the surface Area
- New: New button for update light map res depending on the surface Area
- New: You can now use ../ for up one directory in folder names
- New: You can now set Socket name in object property if needed
- New: You can now set skeleton name to use for import script (Proxy use)
- New: You can now set directly the desired export name for each objects.
- New: More option for action names.
- New: Camera Sensor Width and Height are now added in additional tracks.
- Change: New potential error: Check if the unit scale is equal to 0.01 (You can disable this potential error in addon_prefs)
- Change: Better check and potential errors info for Armature.
- Change: Some potential errors can have button to the documentation.
- Change: Potential error (inherit_scale = False) bone removed.
- Change: 20 Tab python integration is now not supported
- Change: Simple others change in property values and texts.
- Change: Return to the user mode (OBJECT, EDIT, [...]) after the export
- Change: Import Script values are now saved with Nomenclature Presets.
- Change: "Include armature in animation file name" option moved to Animation Properties Panel
- Change: Clean illegal char, you can now use complex assets name without problem.
- Fixed: Export fail if the object consraint shapes keys and modifiers.
- Fixed: Export fail if UserMode not set
- Fixed: Create PhysicsAsset option in skeletalMesh alway create PhysicsAsset.
- Fixed: Useless data created by the export are not removed
- Fixed: Potential error (multiple roots bones) Doesn't count bones correctly
- Fixed: With Unit Scale not at 0.01 F-Curve modifier are 100 times too small.
- Fixed: Focal length in additional tracks are not updated
- Fixed: Sequencer import script error with 4.26, ConfigParser import changed to configparser.
- Fixed: Assets import script error with 4.26, ConfigParser import changed to configparser.
- Fixed: Camera cut in Imported sequencer was not visible in other sequencer (CameraBindingID)
- Fixed: If armature name contain illegal char, in Unreal the Skeletal Mesh is not found by Anim assets.
- Fixed: Fix potential error with popup can do script errors.
Pre Rev 0.2.8
- New: You can now choose the preview collision color.
- New: You can set a light map res depending on the surface Area
- New: New button for update light map res depending on the surface Area
- New: You can now use ../ for up one directory in folder names
- New: You can now set Socket name in object property if needed
- New: You can now set skeleton name to use for import script (Proxy use)
- New: You can now set directly the desired export name for each objects.
- New: More option for action names.
- New: Camera Sensor Width and Height are now added in additional tracks.
- Change: Error message "Not found assets with Export recursive"
- Change: New potential error: Check if the unit scale is equal to 0.01 (You can disable this potential error in addon_prefs)
- Change: Better check and potential errors info for Armature.
- Change: Some potential errors can have button to the documentation.
- Change: Potential error (inherit_scale = False) bone removed.
- Change: 20 Tab python integration is now not supported
- Change: Simple others change in property values and texts.
- Change: Return to the user mode (OBJECT, EDIT, [...]) after the export
- Change: Import Script values are now saved with Nomenclature Presets.
- Change: "Include armature in animation file name" option moved to Animation Properties Panel
- Change: Clean illegal char, you can now use complex assets name without problem.
- Fixed: Export fail if the object consraint shapes keys and modifiers.
- Fixed: Export fail if UserMode not set
- Fixed: Create PhysicsAsset option in skeletalMesh alway create PhysicsAsset.
- Fixed: Useless data created by the export are not removed
- Fixed: Potential error (multiple roots bones) Doesn't count bones correctly
- Fixed: With Unit Scale not at 0.01 F-Curve modifier are 100 times too small.
- Fixed: Focal length in additional tracks are not updated
- Fixed: Sequencer import script error with 4.26, ConfigParser import changed to configparser.
- Fixed: Assets import script error with 4.26, ConfigParser import changed to configparser.
- Fixed: Camera cut in Imported sequencer was not visible in other sequencer (CameraBindingID)
- Fixed: If armature name contain illegal char, in Unreal the Skeletal Mesh is not found by Anim assets.
Rev 0.2.7.5
- HotFix: import script error with 4.26, ConfigParser import changed to configparser.
Rev 0.2.7.4
- Fixed: Animation created with mixamo are not detected in auto.
- Fixed: With Unit Scale not at 0.01 if and the armature scale is not egal to 1 the animation is wrong.
- Fixed: Animation bake don't work on all constraints.
- Change: new potential error: Check if the ARMATURE use the same value on all scale axes.
Rev 0.2.7.3
- Fixed: Export fail if an object library have the same name of a real object.
- Fixed: With Unit Scale at 1 if you export an skeletalMesh and an animation in same time the animation can be wrong.
- Fixed: With Unit Scale at 1 some consraints can make the animation wrong.
- Fixed: With Unit Scale at 1 ShapeKeys are 100 times too big.
- Fixed: Bake Armature animation bake only the current scene start to end frames.
Rev 0.2.7.2
- New: Check potential error will detect if the armature have at less one deform bone.
- Change: Bake armature will bake 10 frames before and after for better accuracy animation.
- Change: The duration of the animation will be automatically corrected if it is null or negative.
- Fixed: Import script don't remove old lods
- Fixed: FocalLength don't use the same math from Blender to UE4
- Fixed: Action poses are exported with a null duration (Wrong for ue4)
- Fixed: If the imported animation is wrong this do a script error.
- Fixed: Option auto for Rescale rig will always rescale.
(Note: wrong build updated. I fixed June 24)