Model Import/Export and Model Catalog Updates (Patreon)
Content
Apologies for the lack of posts lately, I've been very busy working on the import/export capabilities, but it wasn't something I could show off very well until now.
That being said, these features are now complete and fully integrated into the Filmmaker (and available in the preview version). You can export models and animations (including morph targets and SFM-animations), as well as import assets via drag-and-drop. Source Engine and Source 2 assets are also now listed by default in the model catalog, even if they haven't been converted yet.
I've also switched Pragma to a standardized RMA PBR model for texture assets, which essentially means that metallic/roughness/ao maps are now stored in a single texture instead of individual textures. This change was needed to properly support the extremely high-resolution Source 2 textures, which would otherwise eat up your available memory in no time.
I'm also currently working on a material editor which will give you a lot more control for editing material settings ingame, but I still need a few days to show that one off.
In the meantime, here's the full changelog for the recent changes:
v0.9.5
• Fixed glTF exporter using "gltf" file extension if binary flag is set instead of "glb"
• Fixed flexes being exported incorrectly
• Fixed GUI keyboard inputs triggering keybinds
• Added `-preview` parameter for `util_export_asset` command (enabled by default)
• Revamped model viewer
Patreon preview version:
- Added glTF importer (including metallic-roughness and specular-glossiness workflow)
- Improved model icons for model catalog
- Model icons can now be adjusted manually
- Added export and import features to model catalog
- Source Engine and Source 2 assets are now shown in the model catalog even if the assets have not been converted yet
- Various feature additions for model catalog (search filter, better selection options,
- Added option for exporting session animations
v0.9.4
• Moved to RMA PBR model
• Added option to export animations independently of model (enabled by default, use `-embed_animations` to get old behavior back)
• Added `-full_export` parameter to `util_export_asset` console command for including LODs and body groups in the export
• Added support for Source 2 blend and cilia materials
• Renamed console command `util_export_model` to `util_export_asset` and added `-map`, `-material` and `-texture` parameters
• Export of Source 1 assets now takes Pragma PBR settings into account
• Exported assets are now located in `Pragma/export`
• Fixed incorrect vertex weight/group bone indices for some Source 2 models
• Fixed issue with Pragma being unable to import some Source 2 models
• Fixed new addons sometimes not being recognized properly when added during runtime
• Fixed issue where game would claim that files could not be found, even though they exist (confirmation needed)
• Unused assets are now automatically cleared from cache
v0.9.3.9
• Ambient occlusion maps are now stored in red-channel of metallic-roughness maps
v0.9.3.8
• Added Source 2 texture conversion for transparency and specular maps
• Fixed issue with missing details in exported roughness textures
• Fixed an instance where the Engine would crash due to low memory
• Fixed glTF exporter not exporting vertex weights for bone 0 properly
• Fixed glTF exporter not exporting transparency
v0.9.3.7
• Fixed some textures being exported incorrectly (normal maps, albedo maps, etc.)
(still need to fix the hair textures)
• Metalness and roughness are now combined into a metallic-roughness map (roughness in green channel, metalness in blue channel). They'll automatically be assigned when imported into Blender
v0.9.3.6
• Decreased size of glTF files for exported models with animations
• Fixed vertex weight issue with some Source 2 models
v0.9.3.5
• Model exporter now exports morph targets (no Source 2 support yet). Use `-export_morph_targets 0` to disable
• Fixed various issues related to texture cache which would crash the Engine due to memory leaks
v0.9.3.4
• Fixed loading SFM sessions not working when pressing the "Open" button instead of double-clicking
v0.9.3.3
• Fixed model exporter not exporting some meshes in some instances
v0.9.3.2
• Added `util_export_model` arguments: `-ao_device gpu/cpu` and `-merge_meshes_by_material 1/0`
• Removed the beta branch (base version is now the latest version)
v0.9.3.1
• Fixed PFM being unable to load external SFM sessions
• Fixed incorrect normals for some Source 2 models
• Fixed corrupted animations for some Source 2 models
• Fixed some Source 2 models crashing the game