1- Vertex animations can be constructed either from a selected skeletal animations
(selecting a reference "skin" and a "skeleton")
or from a selected rigged mesh (selecting a reference "skeletal animation" and a "skeleton").
Be warned that vertex animations (where xyz+normal vertex data is repeated for each frame) can be
quite space consuming. If you try to produce anything bulkier than 5 MB, OpenBRF will warn you in advance.
There aren't probably many uses in M&B modding for this, but it is a tool I wanted to have.
(Remeber in OpenBRF you can compose your custom skins for previewing skeletal animations...
the skins are kept in a "reference.brf" data which is, by default, specific for each module).
2- When you display a skinned animation, OpenBRF will now show an accurate shadow under it.
That can be useful to understand the action, especially with respect to the ground.
Anyway, you can disable that, together with the gridded floor. Do that if if goes too slow.
Ability to disable floor was suggested by "[thick1988]"
3- the new tool to generate props is found under [Module] tools, at the end.
It will produce the code snippet, coded as the Python-esque code expected by M&B/WB module system,
which lists each mesh in the current file as a scene prop (if case you don't know, a scene prop is a usually static
3D element of a M&B scene). If a matching collision "body" is found in the current file, it is added to the description of the
respective scene prop. As usual, it is just a bit of automatization. After a suggestion by [Harry_].
4- when you export a vertex animation, now you can opt to save it as a sequence of obj files, one for each frame
(like: <name>.000.obj, <name>.001.obj, and so on), instead of as a single SMD file. Why? Just so.
You access this option by changing the format when you are exporting the vertex animation.
5- You know how, pressing shift+right and shift+left, you "navigate", going "right", from a Mesh to its Material, to its Texture (or its Shader, or its Bump); and back, going "left" (BTW these commands are also found under [Module]=>[Navigate] ).
The new thing is that now, going "left" from a mesh, you go to its "collision object", the one that is named "bo_<mesh name>" (a standard convention), and back with "right". But only if that collision object is to be found in the same brf file, cos I'm lazy.
6- The main fix is that, following some report and discussion with [xenoargh] (thank you!!!)
both the cleaning operation ("removal of redundant vertex/pos") and the (optional) automatic cleaning
of meshes should be more respectful of crease edges in the input mesh.
I am not sure this solved all the issues reported by [xenoargah].
Remember that if you want to smooth out creases to save (vertex and pos counts), you can recompute normals (either
automatically on mesh load, or on the meshes you select)
Apart from that, many small things, including a bit of reshuffling of menus, and stuff like:
- When, as multiple objects are selected, the view screen is splitted, layout is chosen somewhat better.
- The "auto" mode to visualize combined selections is now the default (if you remember, it is the mode where
meshes matching names, like "castle.1" and "castle.2" are combined, LODs are hidden, and everything else is seen
side-to-side)
- When you select and copy (ctrl+C) multiple things, all their names are copyed to the clipboard as text, not just one.
Hot-fix (+b,+c):
- also fixed order reversion during cut-n-paste (bug reported by [somebody])
Hot-fix (+d):
- fixed a *bad* bug crashing OpenBRF. Happens when one updates all underliing libraries at once.
- smarter way to guess whether or not use alpha blend (according to material), thanks [rgcotl]
- multiple selections can now be happily moved up and down, as single ones (alt-up/down).
Hot-fix (+e), (10 jun): fixed a bug: now OpenBRF uses, as alpha test value, the value determined by material flag.
Recall that value can be modified
Explaination: that value determines how cutouts (over textures with alpha) are rendered (both in game and in OpenBRF preview, hopefully).
The larger the value is, the tighter cutouts are; the smaller, the larger margins are left around the solid parts of the objects.