Releases: steffenbk/bk-reforger-blender-addons
Release list
v1.5.0 — Building Tools, WeaponFire collisions, NLA armature pinning
What's New
BK Building Tools (new plugin)
- Replaced
bk_building_destructionwith a full multi-filebk_building_toolspackage - Separate modules for destruction, collisions, components, lighting, and scene tools
BK Arma Tools
- Added WeaponFire collision layer preset to UCX collision and batch collider operators
- UTM naming is now mode-aware:
UTM_weaponin weapon mode,UTM_vehiclein vehicle mode - Sort Into Collections gains a Fold Collections toggle to collapse the outliner after sorting
BK Animation Export Profile
- Import now recognises all flag types: TRA, TRD, TRG, RD, RA, TA
- Imports
$boneFnand$boneFnLocalfields from .apr files - Fixed index underflow crash when removing the last track in the list
BK NLA Automation (v2.2.5)
- Added Armature picker — pins the target rig so switching active objects no longer breaks the workflow
- Added Secondary Rig picker — syncs the active action to a weapon/prop armature automatically
- Secondary Rig field is hidden when asset type is set to Vehicle (single armature workflow)
- Depsgraph handler keeps the secondary armature action in sync in real time
- Fixed potential error when
context.screenis unavailable
v1.4.0 — Mode-aware presets, NLA fixes, Weight Gradient improvements
What's New
BK Arma Tools — Mode-Aware Preset System
- The Manage Presets dialog now detects whether you're in Vehicle or Weapon mode and pre-fills appropriate defaults
- Weapon mode: defaults to
w_trigger, w_bolt, w_charging_handle, w_fire_mode, w_safety, w_mag_release, w_sightwith weapon socket names - Vehicle mode: unchanged vehicle defaults
- Weapon mode: defaults to
- Preset Separation component type list is now dynamic — shows weapon or vehicle types based on current mode
- Default parent bone label in Preset Separation now shows
w_rootin Weapon mode instead of alwaysv_body - Expanded weapon bone list with bones from real weapon hierarchies (M21, M60, RPG7):
w_charging_handle,w_receiver,w_sear_release,w_topcover,w_handle,w_cartridge_handle,w_jiggle01/02,w_tripod_holder_horizontal/vertical
BK NLA Automation
- Process NLA now requires Pose Mode — shows a clear tooltip "Switch to Pose Mode first" when greyed out
- Fixed: processing NLA no longer leaves all tracks un-muted (caused all animations to blend into a frozen pose)
- Added Location Copy/Paste section for quick bone positioning between strips — select axes (X/Y/Z), copy from active bone, paste to any bone with optional auto-keying
- Location Copy/Paste panel is now positioned above Animation Switcher for faster workflow
BK Weight Gradient
- Redesigned UI — split into collapsible sub-panels (Curve, Weight Adjust, Storage)
- AXIS mode now supports Local Space — gradient follows the object's local axis instead of world axis, enabling correct results on curved/rotated geometry (e.g. crossbow limbs)
Bug Fixes (from previous session)
- Fixed
bool(generator)always evaluating to True in scene tools poll - Fixed double
math.radians()on ANGLE subtype properties in FBX exporter - Fixed firegeo parent matrix using
matrix_parent_inversecorrectly - Fixed missing
get_include_patternsimport crash in NLA operator - Fixed missing
ARVEHICLES_OT_reset_presetclass registration - Case-insensitive prefix matching for UCX/UTM/LOD mesh detection
v1.3.0 — New tools for buildings, colliders, FBX quality, and animation
What's New
BK Arma Tools — 6 New Operators
- Sort into Collections — Auto-organizes objects into Enfusion-named collections (LOD0-5, Colliders, Portals, Probe Volumes, Occluders, Memory Points) based on name prefix/suffix
- Batch Collider Setup — Assign Layer Preset and Game Material to multiple colliders at once
- Game Material Rename — Rename/validate materials to Enfusion format (
MaterialName_16HexGUID) - Auto Center of Mass — Create or move a
COM_empty to the volume center of selected objects - Create Occluder — Create
OCC_occlusion planes/boxes from selected faces or objects - Create Land Contacts — Auto-place
LC_empties at bounding box corners (2, 4, or 8 points)
BK FBX Exporter — Quality & Batch Tools
- MQA Checker — Run Enfusion Model Quality Assurance checks on selected objects (naming, collider vertex limits, layer presets, UCX convexity, UV range, short edges, small faces)
- Batch Export Collections — Export each top-level collection as a separate FBX file
BK Building Destruction — Lighting & Portals
- Create Portal — Create
PRT_quad planes at the cursor for Enfusion interior lighting portals - Create Probe Volume — Create
BOXVOL_orSPHVOL_lighting probe volumes fitted to selected objects - Create BSP Geometry — Create simplified
BSP_room meshes for Enfusion interior lighting (with dummyvolume material)
BK Animation Export Profile — Smarter Bone Detection
- Prefix-based flag auto-detection when importing bones from armature:
v_root,EntityPosition→TRA(movement base)v_turret,v_steer,v_hatch,v_door→RD(rotation differential)v_susp*→TA(translation absolute — suspension travel)w_bolt,w_trigger,w_safety,w_selector,w_charging,w_magazine→RDw_aim*→RA(rotation absolute)scene_root→TRG+generateSceneRootMB
- Auto-sets movement bone (
EntityPositionfor characters,v_rootfor vehicles)
BK NLA Automation — Export Action List
- Export Action List — Write all managed actions with frame ranges to a text file, useful for reference when setting up
.asifiles in Workbench
Bug Fixes & Compliance (v1.2.8)
- Pre-export validation for duplicate names, LOD gaps, collider limits, and land contact counts
- Socket names now use correct
SOCKET_prefix (Enfusion-compliant) - UCX/BSP origin check, collider layer preset warnings in MQA
- NLA:
print()calls replaced withself.report() - Timer leak fixed in Weight Gradient on unregister
- Animation export profile: added
RDflag,defaultFncorruption warning
v1.2.7
BK NLA Automation v2.2.4
- Fix: Selecting an animation in the Animation Switcher now automatically switches to it (clicking a list row now triggers the switch, not just the embedded button)
- Fix: When switching animations, other NLA tracks are now correctly muted instead of all being enabled
v1.2.6 — Weight Gradient Simple Mode
BK Weight Gradient v2.2.0
New Features
- Simple mode — quick gradient setup without curve editing
- Start/End sliders (or Peak/Edge when Mirror is ON)
- Mirror toggle creates symmetric tent/U-shape gradients
- Shape slider controls curve sharpness
- Select Last Gradient — button to re-select vertices from the last applied gradient
- Select Anchor Vertices — button per anchor to highlight its stored vertices
- Full Settings Presets — save and load complete gradient configurations
Bug Fixes
- Fixed: Flip button now correctly swaps Start/End in Simple mode
- Fixed: Simple mode no longer reads values from anchor weight sliders
- Fixed: Mirror toggle defaults to OFF so Simple mode doesn't start all-blue
BK NLA Automation v2.1.0
- Operator and UI improvements
v1.2.5 — Weight Gradient v2.1.0
Weight Gradient — v2.1.0
New Features
- Flip Gradient — button next to Apply swaps start/end weights and reverses control points (also mirrors the curve graph horizontally)
- Noise — slider that adds random jitter to each vertex's gradient position before sampling, useful for organic/natural weight transitions
- Adjust Weights — select vertices, set a +/− offset, apply; adds or subtracts a fixed amount from existing weights on selected vertices, clamped to [0, 1]
- Settings Presets — save and load complete gradient setting snapshots (source, axis, curve mode, control points, noise, power) for reuse across meshes
- Export / Import Presets — export all saved curves, anchor sets, selections and settings presets to a JSON file; import merges them back in
Changes
- Axis mode — removed Start/End Weight sliders; gradient endpoints default to 1.0 → 0.0 and are shaped entirely by control points or the curve graph
- Removed Bone gradient source (unclear use case given Anchors and Axis modes)
- Removed Normalize After Apply
Previous (v2.0.3)
- Fixed crash when clearing the Group field
- Group selector syncs Blender's active vertex group
- Group field can no longer be cleared accidentally
v1.2.2 — Bone parenting for sockets
What's New
Bone parenting for sockets
- Add Socket dialog now includes a bone picker — parent the new socket directly to a specific bone instead of just the armature root
- New Parent Empty to Bone button in the Attachment Points section — select existing empties/sockets and parent them to a chosen bone
Bone parenting options in Separate Component & Add to Object
The old "Parent Socket to Armature" checkbox has been replaced with a Parent dropdown:
- Parent to Armature — same as before
- Parent to Bone — parent socket to a specific existing bone (bone picker shown inline)
- Parent to New Bone — parent socket to the bone being created in the same operation (requires Add Bone enabled)
- Don't Parent — leave socket unparented
Fixes
- Fixed socket parenting silently failing after Separate Component — now uses correct
matrix_parent_inverseapproach instead ofmatrix_worldassignment
v1.2.1 — Fix .apr export for Enfusion Workbench detection
Bug Fixes — Animation Export Profile
-
Fix:
#movementline no longer written when empty — profiles for weapons and static rigs previously wrote#movement "", which caused the Enfusion Workbench to reject or fail to parse the file. The line is now omitted entirely when no movement bone is set (matching real.aprfiles from Arma Reforger). Vehicles (v_root) and character rigs (EntityPosition) are unaffected. -
Fix:
defaultFndefault changed from"defaultFnMB"to""—defaultFnMBis a MotionBuilder-only modifier; using it in a Blender workflow caused the Workbench to fail to process the profile. All newly created profiles will now correctly use an empty default, matching every official Arma Reforger.aprfile.
These two fixes together resolve the issue where exported .apr profiles were not detected or usable in the Enfusion Blender Tools TXA export workflow, for both human/character rigs and vehicle rigs.
BK Reforger Addons v1.2.0
Download `bk_reforger_addons.zip` and install it in Blender:
Edit > Preferences > Add-ons > Install from Disk — select the zip.
Important: After installing or updating, restart Blender before using the plugins.
What's new in v1.2.0
BK Weight Gradient — Groups & Saved Sets
- Named groups for Saved Anchors — organise anchor sets into folders; the list filters to the active group so you can quickly find what you need
- Named groups for Saved Gradient Vertices — same group system for saved vertex selections
- Collapsible sections — both saved lists can be collapsed to keep the panel tidy
- Redesigned anchor save/load — anchor sets now store the current vertex selection (identical to saved gradient vertices), so loading a set cleanly selects only those vertices without touching anchor state
- Ungrouped items always visible — saves made before any groups existed stay accessible no matter which group is active
Internal: all plugins are now multi-file packages
All plugins in the bundle have been refactored from single `.py` files into proper multi-file packages (`operators/`, `ui/`, `properties.py`, `init.py`). No user-facing change — install and usage is identical.
Toggle Plugins On/Off
Enable or disable individual plugins from the addon preferences:
Edit > Preferences > Add-ons → find BK Reforger Addons → expand it.
Included Plugins
- BK Arma Tools — Vehicle and weapon rigging, collisions, sockets, LODs, presets
- BK NLA Automation — Automate NLA strip creation and action management
- BK Animation Export Profile — Create and manage .apr animation export profiles
- BK Weapon Rig Replacer — Replace weapons/magazines while preserving constraints
- BK Building Destruction — Tools for preparing destructible buildings
- BK Asset Exporter — FBX export tailored for Enfusion Engine
- BK Selective Location Copy — Copy specific X/Y/Z location components
- BK Weight Gradient — Multi-anchor weight gradients with curve control
BK Crater is available separately as a standalone plugin in the repo (`plugins/bk_crater_generator.py`).
Requires Blender 4.2+
BK Reforger Addons v1.0.1
BK Reforger Addons v1.0.1
Download bk_reforger_addons.zip and install it in Blender:
Edit > Preferences > Add-ons > Install from Disk — select the zip.
Important: After installing or updating, restart Blender before using the plugins.
New Plugin: BK Weight Gradient
Apply precise weight gradients between anchor vertices — fast, mathematical weight painting without the brush.
- 2–10 anchor points — set anchors anywhere on your mesh, each with its own weight value
- 7 curve types — Linear, Ease In, Ease Out, Ease In/Out, Sharp, Custom Power, and a full Custom Curve editor with 9 presets
- Multi-stop gradients — middle anchors become weight stops along the gradient line, sorted automatically by position
- Save & load everything — anchor setups, custom curves, and vertex selections can all be stored for reuse
- Collapsible curve editor — the custom curve panel tucks away when you don't need it
Location: 3D Viewport > Sidebar > BK Tools > Weight Gradient
Other Changes
- Added full user manual to the README covering all 9 plugins
- Added restart disclaimer to installation instructions
Toggle Plugins On/Off
Enable or disable individual plugins from the addon preferences: Edit > Preferences > Add-ons > find BK Reforger Addons and expand it.
Included Plugins
- BK Arma Tools — Vehicle and weapon rigging, collisions, sockets, LODs, presets
- BK NLA Automation — Automate NLA strip creation and action management
- BK Animation Export Profile — Create and manage .apr animation export profiles
- BK Weapon Rig Replacer — Replace weapons/magazines while preserving constraints
- BK Building Destruction — Tools for preparing destructible buildings
- BK Asset Exporter — FBX export tailored for Enfusion Engine
- BK Selective Location Copy — Copy specific X/Y/Z location components
- BK Weight Gradient — Multi-anchor weight gradients with curve control (new)
BK Crater is available separately as a standalone plugin in the repo (plugins/bk_crater_generator.py).
Requires Blender 4.2+
