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blender-iks-to-fks

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blender-iks-to-fks - npm Package Compare versions

Comparing version 1.3.3 to 1.3.4

4

CHANGELOG.md

@@ -0,1 +1,5 @@

## 1.3.4
- If you have not selected a mesh we will automatically select the first mesh that we find that has an armature
## 1.3.0

@@ -2,0 +6,0 @@

2

package.json
{
"name": "blender-iks-to-fks",
"version": "1.3.3",
"version": "1.3.4",
"description": "A Blender script that takes a mesh and armature that use IKs and other non-deformation bones and creates a new mesh and armature that uses only FK bones",

@@ -5,0 +5,0 @@ "main": "bin/ik2fk.js",

@@ -51,3 +51,3 @@ blender-iks-to-fks [![npm version](https://badge.fury.io/js/blender-iks-to-fks.svg)](http://badge.fury.io/js/blender-iks-to-fks) [![Build Status](https://travis-ci.org/chinedufn/blender-iks-to-fks.svg?branch=master)](https://travis-ci.org/chinedufn/blender-iks-to-fks)

1. Select your mesh and it's armature in Object Mode
1. Select your mesh in Object Mode
2. Press Space

@@ -54,0 +54,0 @@ 3. Search for 'Convert IKs to FKs' and select it

@@ -6,3 +6,7 @@ var test = require('tape')

var testBlendFile = path.resolve(__dirname, './leg.blend')
// A leg with IKs
var legBlendFile = path.resolve(__dirname, './leg.blend')
// A file with an unselected mesh and parent armature
var unselectedBlendFile = path.resolve(__dirname, './unselected.blend')
var runAddon = path.resolve(__dirname, '../run-addon.py')

@@ -21,3 +25,3 @@

cp.exec(
`blender ${testBlendFile} --background --python ${runAddon} --python ${printNumObjectsScript}`,
`blender ${legBlendFile} --background --python ${runAddon} --python ${printNumObjectsScript}`,
function (err, stdout, stderr) {

@@ -47,3 +51,3 @@ if (err) { throw err }

cp.exec(
`blender -b ${testBlendFile} --render-output ${beforeFile} --render-frame 10 --render-format PNG -noaudio`,
`blender -b ${legBlendFile} --render-output ${beforeFile} --render-frame 10 --render-format PNG -noaudio`,
function (err, stdout, stderr) {

@@ -59,3 +63,3 @@ if (err) { throw err }

cp.exec(
`blender -b ${testBlendFile} --python ${runAddon} --render-output ${afterFile} --render-frame 10 --render-format PNG -noaudio`,
`blender -b ${legBlendFile} --python ${runAddon} --render-output ${afterFile} --render-frame 10 --render-format PNG -noaudio`,
function (err, stdout, stderr) {

@@ -97,1 +101,24 @@ if (err) { throw err }

})
// If you have not selected a mesh that has an armature we will use the first mesh that we find that has an armature
// This makes everything work right out of the box for blender files that only have one armature and mesh.
// TODO: We'll still need to figure out how to best handle files with multiple mesh's / armatures
test('Automatically selects mesh if none selected', function (t) {
t.plan(1)
var printNumObjectsScript = path.resolve(__dirname, './helper-python-scripts/print-num-objects-to-stdout.py')
// Run our addon and then verify that the number of objects went from 3 -> 5 because a new armature
// and mesh were created
cp.exec(
`blender ${unselectedBlendFile} --background --python ${runAddon} --python ${printNumObjectsScript}`,
function (err, stdout, stderr) {
if (err) { throw err }
t.ok(
stdout.indexOf('The number of objects is: 5') > -1, 'Mesh and armature were automatically detected'
)
t.end()
}
)
})

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