Releases: xormenter/Blender-Anno-.cfg-Import-Addon
Version 3.31
Version 3.31
- Adds helpstrings (for material properties). Hover over the '?' icon to see the tooltip. Scraped descriptions, value types and min/max/default values from the anno shaders. If multiple definitions are provided in different shader files, all of them are listed with their respective source file.
Version 3:
- Can now convert XML code from the clipboard into blender anno objects by clicking the button in the anno object tab. It requires you to correctly choose the right object type.
- Can convert an individual blender anno object to XML (and store it in your clipboard). [Note that fields that are a reference to some other blender object (BlenderModelID) cannot be resolved]
Supports BONELINK Transforms: The modelID will be converted in an object link and converted back to the model index after exporting. - Caching:
You can give a cache directory to which the addon can save complete .cfg files for caching. This is especially useful if you want to load large gamedata files of islands. The cache is invalidated if the respective .cfg file gets modified. However, it does not invalidate if the .cfg of a subfile is modified. In that case, you'll need to delete the entries from the cache manually.
Three parameters in the settings: The path to the cache folder, an option to deactivate the cache and a probability to store a .cfg in a cache.
It is disabled by default.
Islands:
- Option to import only a subset of props (f.e. no vegetation)
- FILE objects can be converted to GameObjects
- Supports BezierCurves for GameObjects. Only supports p, i, o, not u0 and w. Ignores all curves with these parameters.
Bugfix:
- Props are now correctly mirrored
- Will only use an existing texture of the same name if it is actually the same texture.
Version 3.3
New Features:
- Can now convert XML code from the clipboard into blender anno objects by clicking the button in the anno object tab. It requires you to correctly choose the right object type.
- Can convert an individual blender anno object to XML (and store it in your clipboard). [Note that fields that are a reference to some other blender object (BlenderModelID) cannot be resolved]
- Supports BONELINK Transforms: The modelID will be converted in an object link and converted back to the model index after exporting.
- Caching:
You can give a cache directory to which the addon can save complete .cfg files for caching. This is especially useful if you want to load large gamedata files of islands. The cache is invalidated if the respective .cfg file gets modified. However, it does not invalidate if the .cfg of a subfile is modified. In that case, you'll need to delete the entries from the cache manually.
Three parameters in the settings: The path to the cache folder, an option to deactivate the cache and a probability to store a .cfg in a cache.
It is disabled by default.
Islands:
- Option to import only a subset of props (f.e. no vegetation)
- FILE objects can be converted to GameObjects
- Supports BezierCurves for GameObjects. Only supports p, i, o, not u0 and w. Ignores all curves with these parameters.
Bugfix:
- Props are now correctly mirrored
- Will only use an existing texture of the same name if it is actually the same texture.
Version 3
Important
To load animations properly, you should have the most recent version of rdm4. Make sure it's at least v. 0.8 - see here lukts30/rdm4-releases
Improves FeedbackConfigs by adding
- The option to load the selected GUIDVariation as a feedback unit (purely for the visualization in blender, does not get exported) and update its animation and position to the currently selected dummy. This allows precise control over how the feedback will look in the game without having to start Anno 1800.
- First, select a DefaultStateDummy or StartDummyGroup (and add an sequence element entry).
- You click the button to load the model + animations (takes quite some time) of the currently selected GUIDVariation.
- The unit will spawn on the default state dummy. (or a random one if you're using a group)
- Then you can click on a feedback sequence entry and update the unit. It will teleport to the dummy it will be on when this animation is played in game and display the animation of the currently selected sequence element entry. Most importantly, it throws an error when your unit does not support this animation.
- An option to show all valid feedback sequences for the current feedback unit.
- An operator to automatically generate a walk animation sequence from all dummies of the DefaultStateDummies dummy group. You'll only have to add the idle animations afterwards.
- Functionality to add dummies/dummy groups/feedback configs directly from their parent object, eliminating the need to add them via Shift+A. You can also add a feedback config from a dummy group, thereby giving it the name of the dummy group. This also eliminates the need to rename everything as most names are given automatically now.
- The option for static groups (StartDummyGroup + MultiplyActorByDummyCount) to have multiple different animations (to avoid them having identical animations all the time). It will now use all IdleAnimations specified (and ignores the min/max count).
Furthermore, newly imported cfgs will be displayed better in the outliner (it stops putting everything in the "Collection", which caused weird behaviour from the outliner).
Known Issues:
The rdm4 converter will sometimes have animations that are rotated on the (local) x axis. You'll have to fix them manually.
Version 2.92
Recap Version 2.91:
Functionality requires Blender 3.2. Currently, this version is still in beta, but you can download it here: Blender Builds
- Adds "Import All Cfgs" to import all .cfg files in a folder (and subfolders). They will be added to the asset library.
Version 2.92:
- Adds an Operator to turn Instanced Collections that represent FILE objects from the asset browser into file objects without making all objects in the collection real. You will not be able to modify objects in that collection or load animations but you can make it a child of another MainFile and position it.
Version 2.91
Functionality requires Blender 3.2. Currently, this version is still in beta, but you can download it here: Blender Builds
- Adds "Import All Cfgs" to import all .cfg files in a folder (and subfolders). They will be added to the asset library.
- Files in the asset browser are represented by collections. An instanced collection (dragged from the asset browser) has to converted into real objects to be used.
- Adds Operator to make instanced collections real in the anno objects panel (simply uses the build-in operator found under Object->Apply with the setting keep hierarchy = True)
Version 2.9
- Improved support for animations: When selecting a sequence, all related animations can be activated/deactivated.
- Option to load all animations when selecting a MainFile.
- New Helper Operators: Duplicate Dummy and Duplicate Anno Object. The first one duplicates a dummy and automatically increments its name by one. The second one is meant to duplicate hierarchical structures (f.e. whole Subfiles) and has a few benefits over
Ctrl+D
: It also duplicates currently invisible objects and it keeps other object references (ModelID, ParticleID, animation rigs) intact. - Sequences (TrackElements) now resolve the ModelID and ParticleID to a named BlenderModelID thereby avoiding issues with the model order when exporting.
Version 2.8
- Adds "Load Animations" button to Models.
- Fixes doubled FileNames for props.
Edit 03/05/22 15:53: io_annocfg.zip contained wrong version. Updated it.
Version 2.7
Adds
- Island Prop and Cfg Editor
- Import all Props now takes in a directory
- Delete MaterialLODInfos by default on export
- StartDummyGroup for Custom Feedback
- FeedbackLoop mode can be chosen for export, 1 for production buildings, 0 for non-production buildings.
Version 2.5.1 (Blender 3)
First version for Blender 3. Use previous releases if you don't have it.
Unless you are on Blender 3.2+, you'll need to manually update the gltf import addon. For this, download the repository from https://github.com/KhronosGroup/glTF-Blender-IO and overwrite the io_scene_gltf_2
addon folder in your blender installation.
DO NOT download the most recent release of glTF-Blender-IO. The bugfix isn't released yet!
- Asset Browser support (Import all Props as Assets)
- Fix material order
- Mirroring along X can be disabled
- Fix decals not being rotated
- Show parent in AnnoObject tab
- Fix auto generated names having the config type twice
- 2.5.1: Fix unmirrored ifo files
Version 2.3.1
Fix a bug where the addon could not find the proper filepath for textures under certain circumstances