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blender-asset-creation-toolset's Issues

Duplicate animations when exporting with NLA (from 123DT)

HiI
I would like to have the option to customize the export. Currently I am having some problems exporting to unity, such as duplicate animations when exporting with NLA. If you export manually, the action can be solved without starting. There are also keyframes inserted into unanimated objects, which can be manually exported without Force Start/End Keying. In fact, I usually use the NLA Scripts option so that the animation is clean.
If possible, I hope to fix this problem as soon as possible. I am currently working on a unity project, and the experience with ACT is quite good except for the above parts. However, the default FBX export in Blender can solve the above problems, but can’t apply the rotation of bones.
Thanks for your hardwork!

Original:
https://blenderartists.org/t/asset-creation-toolset-3-1-2-update-26-oct-2020/686880/161?u=mrven

Rotation issue with unity

Hi thank you very much for the tool, it looks very powerful.

In my pipeline I need to bulk import meshes from Unity and export them back afterwards.

I tried with/without Rotation (Location and Scale have no effect hear), each time it seems reversed in unity.

Would you know which settings is wrong ?

Original in unity
image

Exported with rotation checked
image

Exported with rotation unchecked
image

Suggestion: Combine all meshes when exporting "By Collection"

Right now, ACT lets you export your mesh as a single FBX object if you check "Combine all meshes". But, this option is unavailable when using the export mode "by Collection " or "by Parent".

Is there a way to have this option in all export modes?

UV Channels reordering

Request:
The main thing I use this addon for is the UV Tools > Set Active UV since this allows me to set the active UV on multiple objects at once which is super nice. I’d like for the ability to re-order the uvsets for multiple objects at once also. So for example if I have x number of objects with uv sets (uvMap_1, custUV_2, custUV_1), I’d like to reorder each object so that the uvsets are (uvMap_1, custUV_1, custUV_2). Right now I have to reorder my objects uv sets one at a time which is of course very tedious and I find myself having to re-check everything carefully to make sure I didn’t miss anything. Thanks so much!

Add link to Documentation

          Ok. Seems it isn't a bug. Tho I would perhaps suggest having a link to the documentation in the addon itself. If you get the addon from Gumroad or similar then there is no need to ever visit github. The only link in the addon is to report a bug which bought me here. A documentation link to the main page would be super useful. thanks

Originally posted by @BEDDALL in #23 (comment)

Exporting FBX's doesn't work if the mesh contains characters which windows doesn't allow (For example " : ")

Hi Ivan, I've had following problem:
I had a mesh with the name "Studio:Assets_01". When exporting the FBX, it would just write a file with the name "Studio" , all the characters until the forbidden character, no mesh Information or extension.

Possible solution: check for forbidden characters on export and replace them with "_" or show a warning or at least let people know some characters cause problems. I didn't know why exporting some meshes worked and others didn't (my file naming wasn't consistent).

Thank you for your incredible plugin, it has helped me a lot :)

Godot and gltf Export

I think it would be awesome to export assets to gltf and the godot engine. What do you think?

"Add UV" Linked data support (from AncaOne)

Hello.
I have an issue where if I have two objects and they are instanced.
When I select both of them and use the “Add UV” button once in UV tools and it creates UV on the main object and also on instance which leaves me with two UV maps on the both objects instead of one UV map on both of them.
I’m wondering if that would be considered a bug?
Or my workaround would be temporary hiding all the instanced objects.

Original:
https://blenderartists.org/t/asset-creation-toolset-3-1-2-update-26-oct-2020/686880/151?u=mrven

Merge Bones :(

File "C:\Users\pc\AppData\Roaming\Blender Foundation\Blender\3.4\scripts\addons\Asset_Creation_Toolset_3_3_341\other_tools.py", line 140, in execute

parent_mesh.modifiers['VertexWeightMix'].vertex_group_a = active_bone_name

KeyError: 'bpy_prop_collection[key]: key "VertexWeightMix" not found

Many action do not work, when objects are not displayed in viewport (from RobertLe Robert Lechl)

I get an error on clear vertex color. No matter how many items I selected (Build:Asset_Creation_Toolset_3_2_310) Using Blender 3.1.2
0e171d6b1d4895b9008701c9b8fc9b654f9042a7
Also many action do not work, when objects are not displayed in viewport. Like using isolate view on one object, but having more selected, does only affect the current displayed. Not perfect in case you want to save performance.

Original:
https://blenderartists.org/t/asset-creation-toolset-3-1-2-update-26-oct-2020/686880/157?u=mrven

Linked Objects are not output as the same mesh data

Blender version ...3.5.1
ACT version ...3.3.341
Unity version ...2019.4.31f1

If export FBX from the Import/Export tab as "All->One FBX" and import it into Unity, the mesh data created by the link duplication will be imported as different mesh data.

Reproduction is very easy.

  1. create a new .blend file and mesh, link duplicate it.
  2. select the source and destination mesh data, and export FBX with the options "All->One FBX" and "Apply Rotate and Scale" from the Import/Export tab.
  3. Import the FBX into Unity by D&D.
  4. In the case of Cube, the mesh data is divided into "Cube" and "Cube.001".

Unity Error CS0518, CS 0656

Hi,
when I try to install the Unity Package, Unity give me this error:
image

I have a project with this Unity version 2020.2.5f1.4029

How can I resolve this issue?

Exporting cuts out part of the asset name if it's long, but it's not a constant character limit

Windows 10
Blender 3.2.1
Asset Creation Toolset 3.2 (latest as today)


Thanks for the addon! I use it a lot in my job.

I have these 2 objects in Blender:

-UCX_S_AG_VIL_HouseStoneWall_Corner_Broken_300x300_Solid_01a_01
-UCX_S_AG_VIL_HouseStoneWall_Corner_Broken_300x300_Solid_01a_02

When I export them, using the "By Parent" option, both parented to the main object(S_AG_VIL_HouseStoneWall_Corner_Broken_300x300_Solid_01a), the names (in Blender and in the export FBX) turn into:

-UCX_S_AG_VIL_HouseStoneWall_Corner_Broken_300x300_Solid_01a
-UCX_S_AG_VIL_HouseStoneWall_Corner_Broken_300x300_Solid_01a_

Which are different name lengths, it seems to me like some bug, not a character limit. It happened to me too with the 1 Obj->1 FBX, but I thought it was just a character limit for some reason.

Scale when exporting to Unity is incorrect by 100.

This previously worked fine in version 3_3_341. But now exporting to Unity and the mesh comes in 100x too small. Apply scale is checked. units are in metric. import scale in unity is set to 1. yet a 32m cube from Blender appears as a 32cm cube in Unity.

The Bones/Weights Merger!

The bones merger feature didn't work for me so I'm back to the "Vertex Weight Mix" modifier - Is there a way to make multiple weights transport to the selected "Vertex Group A"? (in Vertex Weight Mix modifier) instead of doing them individually.

Custom Export Scale Option (from Marius M.)

I use the Batch Export By Parents function, but one thing I think is missing, being able to choose your scale mode like the one from Blender's default FBX exporter.
unnamed

I'm working with Unreal Engine and I use Import Into Level option and imported mesh parent gets the wrong scale like 100X, but this doesn't happen when I export with Blender's FBX exporter with Custom Scale option.

So having a drop down list to choose Custom Scale I think would solve this.

Original: Over E-mail

(Origin Tools) add Origin Align Middle

Thank you for sharing this awesome blender plugin ;-)

I have a request please: would it be possible to add in the Origin Tools an Origin Align Middle like we have Min and Max?

I think this could be useful if we want to put the origin in the center of the object on the X, Y and Z coordinates.

Thank you!

Model to look backwards.

"Bake Axis Conversion" enabled causes the FBX model to look backwards in Unity.
If "Bake Axis Conversion" is to be used, wouldn't it be better export to set "use_space_transform" to "False" and -Y axis set forward?

Blender crashes on MacOS 11.1 when this plugin is installed

I'm using the latest version of Blender (2.91.0) and the latest version of Blender Asset Creation Toolset (3.1.2) and when this plugin is installed, Blender crashes frequently with the following error message:

Saved session recovery to '/var/folders/rd/kngvlvfs69v5svy8gnzwzw800000gn/T/quit.blend'
Exception in module unregister(): '/Users/joseph/Library/Application Support/Blender/2.91/scripts/addons/Asset_Creation_Toolset_3_1_2_290/__init__.py'
Traceback (most recent call last):
  File "/Applications/Blender.app/Contents/Resources/2.91/scripts/modules/addon_utils.py", line 434, in disable
    mod.unregister()
  File "/Users/joseph/Library/Application Support/Blender/2.91/scripts/addons/Asset_Creation_Toolset_3_1_2_290/__init__.py", line 41, in unregister
    sys.modules[current_module_name].unregister()
  File "/Users/joseph/Library/Application Support/Blender/2.91/scripts/addons/Asset_Creation_Toolset_3_1_2_290/material_tools.py", line 794, in unregister
    bpy.types.CYCLES_PT_context_material.remove(Material_Menu_Panel)
AttributeError: 'RNA_Types' object has no attribute 'CYCLES_PT_context_material'

Blender quit

It happens at seemingly random times, when I'm not using the plugin at all, just right clicking on a vertex to select it for example.

Exception on unregistering in windows

Thanks for this awesome tool, just wanted to share this small bug I've seen on windows with blender versions 2.9 - 3.1

Not sure proper procedure for bug reporting, let me know if this is alright.
Thanks again :-)

Exception in module unregister(): 'C:\\Users\\edmun\\AppData\\Roaming\\Blender Foundation\\Blender\\3.1\\scripts\\addons\\Asset_Creation_Toolset_3_1_5_290\\__init__.py'
Traceback (most recent call last):
  File "C:\Program Files (x86)\Steam\steamapps\common\Blender\3.1\scripts\modules\addon_utils.py", line 439, in disable
    mod.unregister()
  File "C:\Users\edmun\AppData\Roaming\Blender Foundation\Blender\3.1\scripts\addons\Asset_Creation_Toolset_3_1_5_290\__init__.py", line 41, in unregister
    sys.modules[current_module_name].unregister()
  File "C:\Users\edmun\AppData\Roaming\Blender Foundation\Blender\3.1\scripts\addons\Asset_Creation_Toolset_3_1_5_290\material_tools.py", line 802, in unregister
    bpy.types.CYCLES_PT_context_material.remove(Material_Menu_Panel)
AttributeError: 'module' object has no attribute 'CYCLES_PT_context_material'

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