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Changelog

UnDrew edited this page Aug 11, 2024 · 1 revision

GitHub versions

v4.2.0

  • Turned the patch into a separate add-on, so replacing the original add-on's files is no longer necessary! This also means that this patch gets its own Import/Export options, rather than replacing the original ones.
  • Replaced UE3 Batch Export NLA Strips with UE3 - Batch Export Anims. This uses a faster method, and also supports Actions - not just NLA. As a result, some settings have been moved to Export > Animation, since it makes more sense to have them there.
  • New setting: Export > Animation > UE3 NLA - Modular Anim Support - On export, merges any horizontally chained NLA strips, plus any additive strips stacked on top, into a single animation. This way, they don't have to be baked manually before exporting.
  • New setting: Export > Animation > UE3 - Remove prefix from anim names - This removes the object prefix from action names, which is normally added by the vanilla FBX add-on.
  • New setting: Import > Armature > UE3 - Import Scale Inheritance - Controls whether the Inherit Scale bone property is imported or not. (Previously, it would always be imported, which could be intrusive in some situations.)

Legacy versions

v4.0.2

  • When the armature/empty "bones" are skipped on export, they will now apply their transforms to their children, such that skipping them won't make a difference in the bone positions in UE3.
  • Removed redundant Anim Hotfix, as the above fix removes any need for it.
  • Added support for 'Aligned' and 'None' Inherit Scales in bones, as those are the only scale formats that can import non-uniform scales correctly in AHiT.
  • Added an option which, when exporting the default pose, uses the Rest Position (rather than the current Pose Position). This "default pose" usually doesn't matter, but for AHiT, it ensures it imports scale animation correctly.
  • Added a way to batch-export NLA animations as separate files, so UE3 can import them at their correct time lengths. This, obviously, requires these animations to be pushed down to the NLA stack.
  • Added an option to rewrite bone matrices using double precision. May fix rotation issues that only occur when imported outside of Blender. Though, keep in mind, this is highly experimental, and could introduce other issues!
  • Added an option to import FPS only if it's found in the FBX file. This can also be used to skip importing the FPS entirely.
  • Updated some of the patch's comments with newfound info/corrections.
  • All files included, to prevent compatibility issues in the future.

v3.6.1

  • No patch changes. Only reimplemented into Blender 3.6.1 to include its add-on changes.

v3.6.0

  • Redid the Importer fix. It should no longer have any compatibility issues with non-unreal files. Updated the import setting's Tooltip to reflect this change.
  • Fixed an oversight I made in an If statement in the export script.
  • Added ReadMe which contains install instructions.

v3.5.0

Note

Renamed to "Blender FBX Patch" since it introduces edits to the Importer.

  • Added a fix for the FBX Importer, so it doesn't interpret the Root bone of the skeleton as the Armature object. This means that a Root bone won't have to be manually added and weighted, for models imported from the Editor.
  • Added options for the Root bone fix, both for the Importer and Exporter. If, for whatever reason, you need to disable the root bone fix for either of them, you can do that.
  • Moved all options under the Armature category.
  • Slight changes to comments.

v3.4.0

  • Fixed hotfix not taking the Armature's scale into account.

v3.3.0

Note

Initial Release. Used to be called "Blender FBX Anim Scaling Fix".

  • Added Root bone Export fix.
  • Added Anim Hotfix.
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