So I think version 0.2.2 is just about ready... (in that it hasn't crashed on me in while or given me the Traceback window of doom):
Link to release:
Release 0.2.2Direct download:
CC3 Blender Tools 0.2.2.zipThere are a few changes to the material setup interface, namely you can now set the alpha blend and backface culling my material, rather than just the whole object as before.
The add-on now (optionally) sets up modifiers and vertex groups for physics cloth simulation in any hair or clothing meshes that have PhysX weight maps. This is quite experimental and Blender's cloth physics is
very unpredictable, let alone translating PhysX maps to it. Through the Physics panel interface you can add/remove cloth and collision physics, alter some the settings. Add/remove individual weight maps from materials, even add new weight maps and paint them...
(Note to get the most of the cloth physics, remember to select 'Delete Hidden Faces' in the CC3/iClone export options it fixes
a lot of problems with cloth physics misbehaving.)
Full Changelog:
0.2.2 AlphaChanges:
- When no texture maps are present for an advanced node group, does not generate the node group.
- When exporting morph characters with .fbxkey or .objkey files, the key file is copied along with the export.
- Function added to reset preferences to default values.
- Alpha blend settings and back face culling settings can be applied to materials in the object now.
- Option to apply alpha blend settings to whole object(s) or just active materal.
- Remembers the applied alpha blend settings and re-applies when rebuilding materials.
- Option to pick Scalp Material.
- Only scans once on import for hair object and scalp material, so it can be cleared if it gets it wrong and wont keep putting it back.
- FBX import keeps track of the objects as well as the armature in case the armature is replaced.
Physics:
- Uses the physX weight maps to auto-generate vertex pin weights for cloth/hair physics (Optional)
- Automatically sets up cloth/hair physics modifiers (Optional)
- Physics cloth presets can be applied to the selected object(s) and are remembered with rebuilding materials.
- Weightmaps can be added/removed to the individual materials of the objects.
- Weight map painting added.
- Saving of modified weight maps and Deleting weight map functions added.
If
anything goes wrong let me know so I can fix it.
If the cloth physics goes horribly wrong... don't be
too surprised.
Note: If it looks like vertices are exploding out of the mesh under cloth simulation then the mesh may have degenerate edges, you can clean them out of the mesh with the
Mesh->Clean Up->Degenerate Dissolve in edit mode in Blender. The default
High Ponytail hair mesh needs cleaning up like this if you want to see it in action.