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Releases: lifelandman/omUlette

0.97: uv crash bugfix

31 Jul 20:10
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There was previously a crash whenever a mesh had no uv layers. That should be fixed now.

0.96: better text and quick menu for special properties

14 Jul 20:38
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In this release I attempted to make the export menu a bit more clear, and one very big change:
There is now a panel under object properties to make it easier to add custom properties that match OmUlete's keywords. This should make setting up CollisionSolids much faster.

edit for 0.965: this new version fixes some oversights that were preventing collision properties from being added correctly.

0.95: quick bugfix

29 Jun 16:54
51fba6b
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-Fixed casting custom properties to lowercase for collisionNodes AGAIN
-Changed default image directory to use a slash instead of a backslash

0.93: tags and colliders

22 Jan 01:05
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New in this update:

  • Custom Properties in blender now have an effect on egg files.
    • custom named after collision shapes will now add scalars to that object making it and it's descendants into collision solids.
    • (it is assumed these properties are Booleans, but the plugin should not crash even if this is not the case.
    • all string properties not named after a collision shape will be added as tags.

More substantial instructions will be added to the readme at a later date.

0.92

21 Jan 03:50
fe5ca70
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  • UV skipping now ignores uvs on untextured meshes and not the other way around.
  • -Added toggle to disable uv skipping
  • tried and failed to fix random inside-out objects.

0.916

17 Jan 02:01
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0.91 original notes:
This update was kind of spur-of-the moment, but it makes some important improvements.
changes:

fixed a bug that was causing twice as many vertices than necessary to be written to the egg file.
changed a questionable decision that caused non mesh/armature objects to be "erased" in the final hierarchy. Now not only empties, but all blender objects will be rendered as empty entries in the final egg file.
Also:
I'm still planning on adding morph animation support, and then uv animation after that.
As it is now, I'm only fixing problems when they affect me personally. If you notice anything detrimental to this plugin's quality, please don't hesitate to reach out and let me know!

new to 0.915:
I deleted and redid the release for 0.91 after I found a rather stupid oversight that assumed blender would provide objects in an order from greatest to least hierarchy. The latest fix is a little hacky, but it skips parsing an object that has a parent not yet known until told to do so via recursion from parsing of the parent.

Also, this fix introduces a behavior where uv maps will not be exported if there is no texture applied to a mesh. I understand this could be annoying, but this prevents even more excess vertices from being generated. I will give users the ability to disable this behavior in a future update.

new to 0.916:
Is it clear yet that I'm doing this by the seat of my pants with insufficient testing? 0.915 simply broke armatures, so that's fixed.

Skeletal Animation Update

04 Aug 20:37
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omUlete now supports skeletal animation. When "Export Armatures and Animations is selected on the export screen, you will see a list of actions the plugin detects in the file. From there, you can chose whether an action is exported as a panda3d animation, as well as whether it will be in the same file as your model or in it's own file.

A Safeguard has been put in place to prevent a plugin crash when attempting to export animations with selected objects only mode without any mesh selected. This doesn't necessarily fix the bug, but the user is now informed on what is going wrong.

Please note that animations will not process correctly when "Collapse Character Nodes" is not checked, unless the origin of all deformed mesh is the same as that of the armature.

Release v0.2

28 Apr 03:34
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In this release:
-When an object in blender has a non-zero transform, that transform will be applied in the corresponding group in the egg file.
-Fixed a bug not in any previous release, but was somehow introduced at some point.
-Added the option while exporting to export all objects, or only those currently selected.

first release

10 Apr 03:10
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Bare basics, only allows for static export of mesh + textures, unapplied transforms not exported.