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Releases: xavier150/Blender-For-UnrealEngine-Addons

Pre Rev 0.2.9.1

22 Apr 16:47
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Pre Rev 0.2.9.1 Pre-release
Pre-release

== 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

12 Mar 11:01
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  • 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

07 Feb 18:36
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Pre Rev 0.2.8.3 Pre-release
Pre-release
  • 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

05 Jan 03:16
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Pre Rev 0.2.8.2 Pre-release
Pre-release
  • 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

01 Jan 22:53
e7eb0e9
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Pre Rev 0.2.8.1 Pre-release
Pre-release
  • 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

22 Dec 23:11
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Pre Rev 0.2.8 Pre-release
Pre-release
  • 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

20 Dec 12:15
7cdaa8a
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  • HotFix: import script error with 4.26, ConfigParser import changed to configparser.

Rev 0.2.7.4

21 Jul 22:46
24d84a6
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  • 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

06 Jul 16:53
e780b8c
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  • 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

20 Jun 21:56
6e2f732
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  • 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)