Releases: neverhood311/Stop-motion-OBJ
v2.2.0.alpha.11
Add support for X3D sequence import
Limitations:
- This only handles single-object .x3d files. If a .x3d file contains multiple objects, only the first one is imported.
- Object transformations are not imported. Transformations must be applied to the actual vertices before importing
v2.2.0.alpha.9
THIS IS A PRE-RELEASE
New features:
- Add Merge Duplicate Materials button in the Advanced section
- Fix the stack overflow happening during Streaming Sequence import
- Add ability to import multiple sequences simultaneously
v2.2.0.alpha.10
THIS IS A PRE-RELEASE
Bug fixes:
- Fixed the Shade Smooth/Flat buttons
v2.2.0.alpha.5
This feature lets you build up a mesh sequence from scratch, rather than importing an existing one. An artist could create a stop-motion animation from scratch.
Steps:
- Add a mesh object to the scene and select it
- Convert the mesh object to a Mesh Sequence object by clicking (in the 3D View panel) Object > Convert to Mesh Sequence.
- Add new mesh frames and keyframes by clicking (in the Object Properties panel) Mesh Sequence > Advanced > Duplicate Mesh Frame or by performing the hotkey Ctrl+Shift+D
- Modify the new mesh as desired, move the timeline to a new frame, and repeat step 3.
Note: this feature is intended to work only for sequences using the Keyframe playback mode
v2.1.1
Blender's OBJ importer changed one of its parameter names in Blender 2.92, which broke OBJ sequence importing in 2.92. This version fixes that issue.
v2.2.0.alpha.4
Some people were having Blender crash randomly while trying to modify mesh sequence keyframes while the viewport was in Rendered mode. This minor update seems more stable, but I'll want to put it through its paces before I'm comfortable shipping it.
v2.2.0.alpha.3
This fixes the issue in keyframed mesh sequences where the viewport doesn't update the sequence while you're editing keyframe curves.
v2.2.0.alpha.2
I've added a Keyframe playback mode. It provides an Active Mesh
parameter which controls which mesh in the sequence is currently visible. By animating that parameter, you can use a keyframe curve to control the progression of the mesh sequence. You can use any of the built-in keyframe curve features that Blender offers (interpolation modes, keyframe modifiers, easing modes, generators, etc.). When editing in Blender's Graph Editor
view, the vertical axis represents the Active Mesh
number. It's important to understand that there are minimum and maximum values that make sense for this curve, the minimum being 1 (the first mesh), and the maximum being the number of meshes in the sequence (the last mesh). If your curve goes outside that range, any out-of-bounds values will simply be clamped to within the valid range. For example, if your sequence has 24 meshes and you set the Active Mesh
to 27, it will be clamped to 24.
v2.2.0.alpha.1
Added mesh sequence info to the Object > Mesh Sequence > Advanced
tab, including sequence size, number of cached meshes, and mesh sequence directory.
v2.1.0
Version 2.1.0
This version is compatible with Blender 2.80+
New Features:
- Streaming sequences (This lets you work with very large mesh sequences that wouldn't fit entirely in memory)
- Improved sequence import experience (FYI, it's moved from "Add > Mesh" to "File > Import")
- Greatly expanded sequence import options (specify most OBJ and STL import options for the whole sequence)
- Many reductions in memory usage
- Automatic mesh sequence naming
- Many bug fixes and lots of code cleanup