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Blender 3.0.0 release date
Blender 3.0.0 release date






blender 3.0.0 release date

In addition, when exporting shape keys, the Blender mesh may not have modifiers applied, other than the armature modifier.

blender 3.0.0 release date

Limitations: Export of “absolute” shape keys is not currently supported. Limitation: Export of “bendy bones” is not currently supported. This can be avoided by grouping the armature and target mesh under an Empty object that isn’t also the scene root. Note that this option could potentially designate the scene root as a SkelRoot, which may be inefficient, especially for large scenes. Since armatures and meshes with armature modifiers are automatically converted to USD SkelRoots, a straightforward way to maintain a correct hierarchy is to ensure that the target mesh is parented to the armature.Īlternatively, there is an experimental “Fix Skel Root” option (in the Experimental section) to automatically find a common Xform ancestor of the skeleton and its target and make that ancestor the SkelRoot. Specifically, a skeleton and its target must share a common SkelRoot ancestor to ensure correct binding. Note: USD requires that skeletons and their skinning target meshes be organized in a hierarchy of “Skeleton Root” (SkelRoot) primitives. Merges transforms and shapes into one prim pathĪlways authors transform operations, even if the transform is identity/unit/zeroedĮxports vertex groups as faceVarying primvars (This uses more disk space and is redundant with Blender’s current authoring tools.)Įxports transform data (If disabled, objects will be saved as prims with the identity transform.) Uses subdivision modifiers for mesh evaluationĪuthors custom userProperties to allow a round tripĮxports only the selected objects (Unselected parents of selected objects are exported as empty transforms.)Įxports only visible objects are exported (Invisible parents of exported objects are exported as empty transforms.)Įxports the render frame range (If unchecked, only the current frame is exported.) Imports USD dome lights to world background shadersĭetermines the behavior when an imported material’s name conflicts with an existingĭetermines the visibility of objects, modifier settings, and other areas where there are different settings for viewport and rendering Uses relative paths from the Blender file to the USD fileĪdds all imported objects to a collectionĬonverts light intensity values from nits to Blender Light UnitsĪpplies the scene scale factor, from unit conversion or global scaling, to the radius of Updates the Blender scene’s start and end frames to match the incoming USD’s start and Prims with animated visibility are always imported.) Ignores invisible USD primitives (This only applies to prims with a non-animatedĪttribute. Imports color primvars as color attributesĬreates subdivision surface modifiers based on the USD SubdivisionSchemeĬreates unique Blender objects for USD instances

blender 3.0.0 release date

Scales the imported objects with respect to the world’s origin Imports only the subset of the USD scene rooted at the given primitive Imported, as the Blender bone representation does not support such scaling. Limitation: USD skeletons with bones that have negative scales cannot currently be Imports USD skeletons as armatures with animation curves and creates armature deformers Limitation: Importing blend shape in-betweens is not currently supported. Imports USD blend shapes as shape keys with animation curves.








Blender 3.0.0 release date