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Consider working on the bones feature in the VirtualBrightPlayz fork. #3
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@GreenXenith [You said in the other issue you don't get notifications so I'm mentioning you] Please answer yes/no to this issue so that at least people know whether to expect support on your fork. As I mentioned to VirtualBrightPlayz in a PR: If no: Consider disabling Issues on your fork if you aren't going to maintain it, and if VirtualBrightPlayz doesn't enable Issues, I'll enable Issues on mine. Either way, consider turning on "watch" on your own repos (and ensure your GitHub notification settings if required) after enabling issues so you get notified. |
Yikes, this should really be the default on repositories. This aside, I was well aware of this issue but never responded for one reason or another. When this was opened I was also not entirely sure what it was for. Giving me an unfinished script and mentioning a "bones feature" in a fork that is non-functional (according to it's readme) was not exactly clear. I apologize for not asking for clarification sooner. Assuming the intent of the issue is for importing animations, I will not be using VirtualBrightPlayz' method (obviously ... since it doesn't even work at the moment). I am currently restructuring the addon to unify the data format so I can export and import with less hassle. I'll have it done at some point in the near future, as I need to update the addon for 3.0 anyway. If I've misunderstood something, feel free to clarify. And thank you for asking about this. |
@GreenXenith Thank you for getting back to me. "Watch" may be off be default only on forks, because I'm fairly certain I get notifications of all my repos. The code I posted was a better way to do what VirtualBrightPlayz tried to do. My code adds a hierarchy of bones, but the implementation isn't quite right yet. My code could be simplified to use the b3d format as the data source rather than using VirtualBrightPlayz' empties as the data source. Then the transforms would (probably) be much more straightforward if using b3d directly. I meant for you to consider my code as example code, but only for the aspect of adding a hierarchy of bones using the Blender API in general, not the other aspects of my script. |
The fork binds the animations to empty objects.
I have a script which tries to post-process them into bones. It isn't working yet, but it serves as example code for creating a hierarchy of bones: https://github.com/poikilos/EnlivenMinetest/blob/master/utilities/blender/hierarchy_of_empties_to_bones.py
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