blender-actions-to-json
Advanced tools
Comparing version 2.0.0 to 3.0.0
@@ -0,3 +1,7 @@ | ||
# 2.0.0 | ||
- Forgot to maintain CHANGELOG, but fixed a bunch of stuff. | ||
# 1.0.0 | ||
Allow the script to be npm installed |
{ | ||
"name": "blender-actions-to-json", | ||
"version": "2.0.0", | ||
"version": "3.0.0", | ||
"description": "Write the joint data for all `.blend` file actions to a JSON file", | ||
@@ -5,0 +5,0 @@ "main": "index.js", |
@@ -28,6 +28,9 @@ blender-actions-to-json [![npm version](https://badge.fury.io/js/blender-actions-to-json.svg)](http://badge.fury.io/js/blender-actions-to-json) [![Build Status](https://travis-ci.org/chinedufn/blender-actions-to-json.svg?branch=master)](https://travis-ci.org/chinedufn/blender-actions-to-json) | ||
We currently support Blender version 2.80 and up | ||
```sh | ||
npm install -g blender-actions-to-json | ||
# Save to Blender User Preferences | ||
actions-to-json --install | ||
# This will save the actions2json command to your Blender User Preferences | ||
# so that you can call it from within Blender. | ||
actions2json --install | ||
``` | ||
@@ -69,6 +72,6 @@ | ||
}, | ||
"inverseBindPoses": { | ||
"inverseBindPoses": [ | ||
[1.0, 0.0, 0.0, 0.0, 0.0, 0.0, -1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 0.0, 1.0], | ||
[1.0, 0.0, 0.0, 0.0, 0.0, 0.0, -1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 0.0, 1.0] | ||
}, | ||
], | ||
"jointNameIndices": { | ||
@@ -84,7 +87,6 @@ "Torso": 0, | ||
The ordering of the joints is the same as `bpy.context.selected_pose_bones`. Whatever model exporter | ||
you use probably uses this same order. | ||
The ordering of the joints is the same as `bpy.context.selected_pose_bones`. | ||
For example, COLLADA export files will have your joints in the same order that these actions are, so you | ||
can just match them up. | ||
~InverseBindPoses~ | ||
The inverse bind matrix is the matrix that when multiplied by your joint’s default position moves your joint to the origin, in model space. The inverse bind matrix ensures that when you parent your mesh to your rig your vertices won't move (because all of your bones get turned into identity matrices before transforming your vertices) until you move your rig out of this bind position. | ||
@@ -91,0 +93,0 @@ If any of this is confusing please open an issue! |
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