Note that some little parts of code have been dissabled because eval_ctx
was not available there. This should be resolved once DerivedMesh is
replaced.
It's now less confusing (for example, using nr_of_samples directly,
instead of using 1 / 1 / nr_of_samples). Might also have fixed a bug.
Also added unittests.
The scale matrix must have its homogeneous 'w' (at mat[3][3]) set to the
scale in order to also scale the translations along with it. However, this
also scales the transform matrix's 'w' component, which is not supposed
to happen.
This makes it possible to have an animated / procedurally generated mesh
that starts empty and obtains data in later frames.
Fixes the export of an empty mesh with an Ocean Modifier, as described in
issue T51351.
This allows you to put any kind of animation data on the mesh, and its
shape will be exported on each timekey. Note that this timekey is unrelated
to the animation data (so we don't export on each keyframe, for example).
A practical example is the addition of an animated custom property to
trigger the export of animated mesh data. The mesh data can then be created
from any source, like Python scripts.
Not only is this useful in itself, it also provides a workaround for one
of the two issues described in T51351.
This is written in a custom metadata key, so it isn't shown by utilities
like abcecho or abcls. However, it's still something that's useful to
have available.
Houdini writes vertex data in a different format than Blender does; Houdini
uses "face-varying scope", which means that the vertex colours are indexed
by an ever-increasing number over all vertices of all faces instead of the
vertex index.
I've also merged the read_custom_data_mcols() and read_mcols() functions,
because the latter was only called from the former, and the changes in this
commit would add yet more function parameters to pass.
A big chunk of code was copied between the if and else bodies. By using
a boolean to store whether the c3f_ptr or c4f_ptr should be used, the
in-loop condition is kept as simple as possible.
This was two-fold.
1) The export used viewport settings to obtain the particle cache, rather
than render settings.
2) The child hair writer tried to obtain UV-coordinates from the parent
chair, without checking whether those were available in the first place.
Simple child hairs don't have a face index number assigned, so the
call to dm->getTessFaceData(dm, num, CD_MFACE) would cause a crash. To
work around this, UV and normal vectors are copied from the parent
hair.
I've also removed an unnecessary call to dm->getTessFaceArray(dm);
Reviewers: kevindietrich
Differential Revision: https://developer.blender.org/D2638
The function doesn't return whether the object is a shape at all, since
it also returns true for camera objects (and soon also for empties). It
returns true when objects of this type can be exported to Alembic at all.
This is now reflected in the name.
HDF5 Alembic files are not officially supported by Blender. With this
commit, the HDF5 format is detected even when Blender is compiled without
HDF5 support, and the user is given an explanatory error message (rather
than the generic "Could not open Alembic archive for reading".
No longer passing time as float and constructing ISampleSelectors all
over the place. Instead, just construct an ISampleSelector once and
pass it along.