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Blender Source Tools BleST
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Blender Source Tools BleST
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All Discussions > Help > Topic Details
RedMser 4 Jan, 2019 @ 7:28am
Contributing to the addon
Hello, and thanks for your work on the addon, Artfunkel! Greetings to anyone reading the discussions!

I was working on adding support for exporting shape key actions to animation dmx files which can be imported into SFM for example, and wanted to ask whether it's a good idea to work off of your master, or the latest stable release.

The transition from 2.79 to 2.80 brought a lot of API changes which already seem to have been implemented, but I am unsure if it's a good idea to start developing a completely new feature on this beta version of the addon, or to first implement it on the previous version and later adjust the commits to work with the new API (once that is stable).

Not much work has been done yet, for anyone interested in the feature. Just did work on the GUI and let the underlying API support exportable shape key actions: https://i.imgur.com/9lF76sA.png

I'm not sure if this is the right place to ask when it comes to questions about the code structure of the addon, by the way. Please let me know.

Thanks you!
Last edited by RedMser; 4 Jan, 2019 @ 7:31am
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Artfunkel 4 Jan, 2019 @ 7:44am 
The 2.80 API is supposed stable now, so I would start there. The addon won't change much as the upgrade work has already been done.

But do consider the fact that I'm reluctant to put anything specific to Source Filmmaker into the tools because it's confusing for everyone who is targeting a normal Source engine game. I would strongly suggest creating an addon of your own which depends on the Blender Source Tools, instead of editing the tools themselves.
RedMser 4 Jan, 2019 @ 8:06am 
Alright, I'll try to merge the changes to work with master then.

Also, can you confirm that flex animation files are only used in Source Filmmaker?
I don't work with DMX/SMD animations much outside of SFM, so I don't really know how one would animate flexes for a sequence/activity of a model. Would vertex or skeletal animations be the only option there?

EDIT: Even so, since the tools already detect what engine version you're working with... Wouldn't it be possible to show these SFM-specific settings only when you're exporting/compiling for SFM?
Last edited by RedMser; 4 Jan, 2019 @ 8:28am
Artfunkel 4 Jan, 2019 @ 10:46am 
Flex animations are only a thing in SFM, unless something has changed since I last looked.

Even if you are using SFM, you can still export files which will be compiled by studiomdl. That's the issue here.
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Date Posted: 4 Jan, 2019 @ 7:28am
Posts: 3