blender-iks-to-fks
Advanced tools
Comparing version 1.3.3 to 1.3.4
@@ -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 @@ |
{ | ||
"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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