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Releases: carbonenginejs/tools-blender
Release list
Blender Tools 0.9.1
Fix animated ship attachments following the wrong bones. EVE attachment indices address the primary mesh's bone palette, which can differ from skeleton order. The importer now preserves both and uses the mesh palette for attachment binding.
- Correct sprite, plane-set, spotlight and generated light-emitter bone selection.
- Preserve attachment placement at rest and follow the intended bone during animation.
- Keep attachments with missing palette entries parented to the ship instead of selecting an unrelated skeleton bone.
Rebuild ships imported with 0.9.0 or earlier after upgrading. Existing armatures lack the mesh-palette mapping; cached geometry does not need downloading again.
Validated on mde3_t3: corrected 64 of 78 sprite bindings, checked 96 attachment objects, and verified 3,042 sprite transform samples across all 13 authored animations. All 583 tests passed in Blender 5.0. The release ZIP and documentation links were checked; game assets and test scenes are not included.
Blender Tools 0.9.0
EVE plane sets and spotlight sets now use shader-derived materials. Attachment lights use their authored colour, brightness and radii as the baseline for Blender's lighting conversion.
- Add separate Spotlight and Plane-set brightness controls. Spotlight boost leaves standalone sprites unchanged.
- Add a Light emitters toggle for viewport and render performance, with Boost and Falloff on one row. Includes banner-set lights.
- Add a Cycles radial light shader and an Eevee approximation with an authored outer-distance cutoff.
- Remove the extra hull GlowMap brightness amplification, retaining authored colour and activation/heat gates.
- Share the EVE fxv5 material implementation with Frontier.
Install carbon_eve_resources-0.9.0.zip using Blender's Install from Disk, then restart Blender. Rebuild existing ships to obtain the updated materials and lights.
Light conversion is calibrated on Blender 5.0 and remains approximate, especially for specular response and Eevee's edge fade. Existing attachment bone-binding limitations remain.
Validation: all 580 tests passed in Blender 5.0; render probes, ZIP contents, bundled libraries, documentation links and public-content checks passed.
Blender Tools 0.8.0
- Add Frontier ships, nebulae and weapon fitting.
- Fix turret materials, scaling and animation ownership.
- Restore resource-index browsing.
CarbonEngineJS Blender Tools 0.7.2
EVE resource browsing and ship loading for Blender 4.0+, with GR2 and CMF
importers included.
Install: download carbon_eve_resources-0.7.2.zip below — do not unzip it —
then Edit → Preferences → Add-ons → Install from Disk and tick
CarbonEngineJS. Full walkthrough: docs/setup.md.
Do not install tools-blender-main.zip from the green Code button; that is
the repository source, not an add-on package.
Please use 0.7.2. Earlier releases have been withdrawn.
Known issue: attachments can sit on the wrong bone
An attachment can be bound to the wrong bone, sometimes an ancestor of the right
one. Sprites, spotlights, plane sets and banners are placed correctly on a hull
at rest, so a still image looks right — but put the hull into an animation
state and the ones on a wrong bone travel with the wrong part of the ship.
A hull with no animation is unaffected, and nothing needs re-downloading. The
cause is not yet identified and it is being worked on.
Improved
- Ship and weapon fields are searched, not enumerated. Type three letters
instead of scrolling a dropdown of every weapon in EVE. - Progress names the file actually being read, rather than whichever one
happened to finish last. - Cache handling has been tidied up, so repeat loads reuse more of what was
already prepared.
CarbonEngineJS Blender Tools 0.7.1
Fix GR2/CMF imports and weapon fitting.
CarbonEngineJS Blender Tools 0.7.0
Legacy Blender 4.0+ add-on for browsing EVE Online resources, loading ships, and importing GR2/CMF geometry.
Includes bundled pure-Python CMF, Granny, GR2, and GSF readers. Read-only; CMF Actions, multi-skeleton CMF meshes, non-triangle CMF topology, and exact Carbon shaders are not included.
MIT. EVE content remains subject to CCP's terms.
CarbonEngineJS Blender Tools v0.6.0
Ships load at their real size, wear their faction's colours, and can carry turrets.
New
Nebula skybox. Pick a region and the sky behind the ship is that region's
nebula, at 4096x2048. A sun is placed from the brightest point of it, since the
nebula names no sun of its own. Sidebar > Nebula.
Turret fitting. Pick a weapon and mount it on every hardpoint, or one bay at
a time. A panel appears per hardpoint kind the hull actually has: turrets, XL
turrets, missiles, atomics, chains. Turrets take the ship's faction colours and
the ship's dirt, and ride the hull's bones where there are any. Sidebar >
Hardpoints.
Animation picker. Lists what a hull carries and marks which are held poses,
because the one assigned on load never moves. Sidebar > Animation.
Locators. Every locator on a hull is built and grouped by kind, so anything
can be snapped or parented to one.
Fixed
- Hulls load at 100% size instead of a hundredth.
- Decals were missing both of their normals and their fresnel map, which drew a
gold logo black. - The kill counter was upside down.
- Lights were ten times too dim.
- Attachments bound by bone index landed on the wrong bone whenever Blender's
bone order differed from the model's. - Haze was far too bright and did not scale with the cloud.
Notes
Boosters are not drawn in this release. Set your cache folder and accept the
creator licence in Preferences before loading anything; everything is reached
through the CarbonEngineJS panel in the 3D view sidebar.
CarbonEngineJS Blender Tools v0.5.0
Install the zip in Blender and enable the add-on.
You must accept the EVE Online Creator License before the tool will do anything. It is the first row in the add-on's preferences, and in the CarbonEngineJS panel. Until it is ticked, nothing loads and the buttons stay locked.
Getting started
- Accept the licence in the add-on's preferences. Nothing works until you do.
- Check the folders on the same page. The cache folder is set for you; point the local folders at your own files if you have them.
- Use the panel. Everything else is in the 3D view sidebar: press
N, then the CarbonEngineJS tab.
What it does
Builds an EVE ship from a SOF DNA: geometry, materials, decals, plane sets, banners, bones and lights. Ships come from the hosted service and their files from CCP.
- Save as Standalone. Model,
.blendand every texture in one folder with relative paths, named for the ship. Opens without this add-on or the cache. - Your own banner images for corp and alliance, each with its own switch.
- Local files and local ResFiles folders, read before downloading and never written to.
- Colour space control. Blender's AgX default desaturates EVE's colours; Override shows them as authored.
- Objects, textures and node groups named for what they are rather than by storage hash.
- Cache pruning that keeps what the kept builds reference.
Fixed
- Loading no longer freezes Blender. Textures and geometry are decoded and parsed in child processes instead of on the main thread: 68% of idle throughput with 8ms stalls, against 9.6% and 330ms before. A hull's main-thread build went from 4.9s to 1.4s, and both results are cached so the second load is instant.
- Resources with a capital letter in their path were re-downloaded on every load. The address is hashed from the lowercased path; we hashed what the document spelled. It now comes from the index and is never recomputed.
- A local ResFiles folder was ignored unless its name matched, and unless a separate box was ticked.
- Grabbing a ship moves all of it. The hull is the parent, even when it is skinned.
- Plane sets drew as solid geometry. They now use their three maps with both layers scrolling, and build their lights.
- The ship lookup no longer gives up for the rest of the session after one slow fetch.