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v0.70.7

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@Dimcirui Dimcirui released this 16 Oct 18:55
· 17 commits to main since this release

Fixes

  • Stretched strands in game — small bone weights (under about 0.4%) could be written as 0 while a later weight on the same vertex stayed non-zero. The game then dropped bones from those vertices and pulled them far away toward the world origin. Every weight that is non-zero in Blender is now kept. Re-export meshes made with earlier versions if they show stretching. Seen in MH Rise; any game using the same weight layout can be affected.
  • Chinese (and other non-ASCII) bone names longer than 63 bytes are now hashed on import and restored on export, like long ASCII names. Blender used to cut them off, which lost their weights and parents.
  • Pinned shape keys — objects with a pinned shape key now export all their shape keys correctly (previously they were skipped or baked into the base mesh).

What's new

  • RE4: Keep Normals export modes, writing the no-recalc layout used by vanilla chd000_00, so per-key Static Normals and the surface turn work in RE4. The importer now reads that layout correctly. Recalculate Normals output is unchanged.