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Merge pull request EpicGamesExt#728 from EpicGamesExt/repo-fixes
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Fixing URL references
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ryan-hummer authored Mar 22, 2024
2 parents d0fa5cd + 3fca157 commit 272c8b6
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2 changes: 1 addition & 1 deletion .github/ISSUE_TEMPLATE/bug_report.md
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Expand Up @@ -8,7 +8,7 @@ assignees: ''
---

# Before creating an issue DO THIS FIRST!
Search the existing [issues](https://github.com/EpicGames/BlenderTools/issues?q=)
Search the existing [issues](https://github.com/EpicGamesExt/BlenderTools/issues?q=)

## Bug
### IMPORTANT: Do this before you create a bug ticket!
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2 changes: 1 addition & 1 deletion .github/ISSUE_TEMPLATE/feature_request.md
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Expand Up @@ -8,7 +8,7 @@ assignees: ''
---

# Before creating an issue DO THIS FIRST!
Search the existing [issues](https://github.com/EpicGames/BlenderTools/issues?q=)
Search the existing [issues](https://github.com/EpicGamesExt/BlenderTools/issues?q=)

## Feature
### IMPORTANT: Do this before you create a feature ticket!
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2 changes: 1 addition & 1 deletion .github/ISSUE_TEMPLATE/question.md
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Expand Up @@ -8,7 +8,7 @@ assignees: ''
---

# Before creating an issue DO THIS FIRST!
Search the existing [issues](https://github.com/EpicGames/BlenderTools/issues?q=)
Search the existing [issues](https://github.com/EpicGamesExt/BlenderTools/issues?q=)

## Questions
### IMPORTANT: Do this before you create a question ticket!
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2 changes: 1 addition & 1 deletion CONTRIBUTING.md
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@@ -1,3 +1,3 @@
# Contributing

Directions on how to contribute can be found [here](https://epicgames.github.io/BlenderTools/contributing/development.html).
Directions on how to contribute can be found [here](https://epicgamesext.github.io/BlenderTools/contributing/development.html).
16 changes: 8 additions & 8 deletions README.md
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@@ -1,5 +1,5 @@
<p align="center">
<img width="300" src="https://github.com/EpicGames/BlenderTools/blob/main/docs/main/images/1.png?raw=true" alt="icon"/>
<img width="300" src="https://github.com/EpicGamesExt/BlenderTools/blob/main/docs/main/images/1.png?raw=true" alt="icon"/>
</p>
<h1 align="center">Blender Tools</h1>
<br></br>
Expand All @@ -12,8 +12,8 @@ A repository of blender addons that improve the game development workflow betwee

A one-click solution for sending assets from Blender to Unreal Engine.

* [Read Docs](https://epicgames.github.io/BlenderTools/send2ue/)
* [Download Addon](https://github.com/EpicGames/BlenderTools/releases?q=Send+to+Unreal&expanded=true)
* [Read Docs](https://epicgamesext.github.io/BlenderTools/send2ue/)
* [Download Addon](https://github.com/EpicGamesExt/BlenderTools/releases?q=Send+to+Unreal&expanded=true)


## UE to Rigify
Expand All @@ -24,16 +24,16 @@ A node based retargeting system for Blender's
[Rigify](https://docs.blender.org/manual/en/latest/addons/rigging/rigify/index.html) addon. Quickly retarget and author
new animation on unreal marketplace assets and more!

* [Read Docs](https://epicgames.github.io/BlenderTools/ue2rigify/)
* [Download Addon](https://github.com/EpicGames/BlenderTools/releases?q=UE+to+Rigify&expanded=true)
* [Read Docs](https://epicgamesext.github.io/BlenderTools/ue2rigify/)
* [Download Addon](https://github.com/EpicGamesExt/BlenderTools/releases?q=UE+to+Rigify&expanded=true)


## Help Contribute
Contributions are encouraged! Find out how you can contribute to this repo in one of the following ways:

* [Help Develop](https://epicgames.github.io/BlenderTools/contributing/development.html)
* [Help Document](https://epicgames.github.io/BlenderTools/contributing/documentation.html)
* [Help Test](https://epicgames.github.io/BlenderTools/contributing/testing.html)
* [Help Develop](https://epicgamesext.github.io/BlenderTools/contributing/development.html)
* [Help Document](https://epicgamesext.github.io/BlenderTools/contributing/documentation.html)
* [Help Test](https://epicgamesext.github.io/BlenderTools/contributing/testing.html)


## Get Notified on a New Release
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4 changes: 2 additions & 2 deletions docs/main/index.md
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Expand Up @@ -10,7 +10,7 @@ home: false
A one-click solution for sending assets from Blender to Unreal Engine.

* [Read Docs](./send2ue)
* [Download Addon](https://github.com/EpicGames/BlenderTools/releases?q=Send+to+Unreal&expanded=true)
* [Download Addon](https://github.com/EpicGamesExt/BlenderTools/releases?q=Send+to+Unreal&expanded=true)

::: tip Note
If you get a 404 error when you click the `Download Addon` link above, then you will need to sign in to your github account and link it with your Epic Games account.
Expand All @@ -27,7 +27,7 @@ A node based retargeting system for Blender's
new animation on unreal marketplace assets and more!

* [Read Docs](./ue2rigify)
* [Download Addon](https://github.com/EpicGames/BlenderTools/releases?q=UE+to+Rigify&expanded=true)
* [Download Addon](https://github.com/EpicGamesExt/BlenderTools/releases?q=UE+to+Rigify&expanded=true)


::: tip Note
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2 changes: 1 addition & 1 deletion docs/package.json
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Expand Up @@ -7,7 +7,7 @@
"name": "Epic Games Inc.",
"email": ""
},
"repository": "https://github.com/EpicGames/BlenderTools",
"repository": "https://github.com/EpicGamesExt/BlenderTools",
"scripts": {
"dev-main": "vuepress dev main",
"dev-send2ue": "vuepress dev send2ue",
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2 changes: 1 addition & 1 deletion docs/send2ue/.vuepress/config.ts
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Expand Up @@ -20,7 +20,7 @@ export default defineUserConfig({
navbar: [
{
text: 'Home',
link: process.env.PROD === '1' ? 'https://epicgames.github.io/BlenderTools/' : '/',
link: process.env.PROD === '1' ? 'https://epicgamesext.github.io/BlenderTools/' : '/',
target:'_self'
}
],
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10 changes: 5 additions & 5 deletions docs/send2ue/asset-types/animation-sequence.md
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Expand Up @@ -10,13 +10,13 @@ The NLA Editor is used to determine several things:
Actions in blender all exist in the same data block namespace and just contain fcurves values.
It is not until they are set in an object's animation data that a determination can be made that an action belongs to a particular object.
This is different from how unreal AnimSequence assets work. Unreal AnimSequence assets must have an associated skeletal mesh in order to exist. Therefore,
Send to Unreal only exports skeletal mesh animation if the armature object has action strips in its NLA tracks. Also read about the [auto stash active action](https://epicgames.github.io/BlenderTools/send2ue/settings/export.html#auto-stash-active-action) option.
Send to Unreal only exports skeletal mesh animation if the armature object has action strips in its NLA tracks. Also read about the [auto stash active action](https://epicgamesext0.github.io/BlenderTools/send2ue/settings/export.html#auto-stash-active-action) option.
:::

2. Which action to export, by checking which NLA tracks are not muted.
::: tip Note
All un-muted strips in the NLA Editor will be sent as an AnimSequence of the skeleton
that is in the `Export` collection. Also read about the [Export All Actions](https://epicgames.github.io/BlenderTools/send2ue/settings/export.html#export-all-actions) option.
that is in the `Export` collection. Also read about the [Export All Actions](https://epicgamesext.github.io/BlenderTools/send2ue/settings/export.html#export-all-actions) option.
:::

3. The start and end of the Unreal Animation, by using the start and end frame of the clip.
Expand All @@ -42,7 +42,7 @@ What if the skeleton and skeletal mesh already exist in your project, and you ju
import animation onto an existing skeleton? That can be done in two ways: (1) by turning off all
import options in the [import settings](/settings/import.html) except for Animations;
(2) or by placing only the armature object in the `Export` collection. Both ways require you to set the project path
to the Skeleton asset under the [Paths](https://epicgames.github.io/BlenderTools/send2ue/settings/paths.html#skeleton-asset-unreal)
to the Skeleton asset under the [Paths](https://epicgamesext.github.io/BlenderTools/send2ue/settings/paths.html#skeleton-asset-unreal)
tab in the settings dialog.

![4](./images/animation/4.gif)
Expand All @@ -55,15 +55,15 @@ tab in the settings dialog.

In this case two strips were un-muted, therefore two animations were imported onto the referenced skeleton asset.
::: tip Note
Also if [export all actions](https://epicgames.github.io/BlenderTools/send2ue/settings/export.html#export-all-actions) was on, all actions would be exported regardless of their mute values.
Also if [export all actions](https://epicgamesext.github.io/BlenderTools/send2ue/settings/export.html#export-all-actions) was on, all actions would be exported regardless of their mute values.
:::

## Morph Targets

Here is an example of how to send shape key animation in blender to unreal as an animated morph target.

::: tip Note
The [export custom property fcurves](https://epicgames.github.io/BlenderTools/send2ue/settings/export.html#export-custom-property-fcurves) must be set to true in
The [export custom property fcurves](https://epicgamesext.github.io/BlenderTools/send2ue/settings/export.html#export-custom-property-fcurves) must be set to true in
order for this to work. Also note that this can apply to any custom property fcurves not just the morph targets fcurve.
:::

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6 changes: 3 additions & 3 deletions docs/send2ue/asset-types/groom.md
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Expand Up @@ -17,7 +17,7 @@ imported to unreal as a groom asset.
![1](./images/groom/1.png)

::: tip Combining Groom Assets
To gain more control over how particle systems are exported, use the [_combine assets_](https://epicgames.github.io/BlenderTools/send2ue/extensions/combine-assets.html)
To gain more control over how particle systems are exported, use the [_combine assets_](https://epicgamesext.github.io/BlenderTools/send2ue/extensions/combine-assets.html)
extension that has options such as _combine groom for each mesh_ and more.
:::

Expand All @@ -40,12 +40,12 @@ the curves object into a hair particle system on the mesh that it’s surfaced t

By default, the groom asset will import along with the mesh asset that it is surfaced to. To run a strictly groom asset
import (meaning no other asset types will be exported from blender and imported to unreal), all import options (mesh,
animation, textures) must be turned off in your [import settings](https://epicgames.github.io/BlenderTools/send2ue/settings/import.html) except for `Groom`. Alternatively,
animation, textures) must be turned off in your [import settings](https://epicgamesext.github.io/BlenderTools/send2ue/settings/import.html) except for `Groom`. Alternatively,
the blender `Curves` objects can be placed in the `Export` collection (without their surface mesh objects) which
denotes an exclusive groom workflow as well.

## Binding Assets and More

The addon provides an extension called [create post import assets for groom](https://epicgames.github.io/BlenderTools/send2ue/extensions/create-post-import-groom-assets.html)
The addon provides an extension called [create post import assets for groom](https://epicgamesext.github.io/BlenderTools/send2ue/extensions/create-post-import-groom-assets.html)
to automatically create unreal assets (such as a binding asset) for the imported groom asset. See the extensions section
for more information on its usage.
4 changes: 2 additions & 2 deletions docs/send2ue/customize/extensions.md
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Expand Up @@ -62,7 +62,7 @@ operation execution.
::: tip Note
At minimum, an extension must have the class attribute `name` defined. Everything else is optional. A more
advanced extension example is available
[here](https://github.com/EpicGames/BlenderTools/blob/master/tests/test_files/send2ue_extensions/example_extension.py).
[here](https://github.com/EpicGamesExt/BlenderTools/blob/master/tests/test_files/send2ue_extensions/example_extension.py).
:::

### Installation
Expand Down Expand Up @@ -91,7 +91,7 @@ console and that the cube got sent to the `/Game/example_extension/test/` folder

This same approach can be applied to many other use cases where you need to extend the Send to Unreal operation.
For practical examples check out the
[send2ue/resources](https://github.com/EpicGames/BlenderTools/tree/master/send2ue/resources/extensions) folder.
[send2ue/resources](https://github.com/EpicGamesExt/BlenderTools/tree/master/send2ue/resources/extensions) folder.

## Tasks
Tasks contain logic for key points within the runtime of the send to unreal
Expand Down
2 changes: 1 addition & 1 deletion docs/send2ue/extensions/combine-assets.md
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Expand Up @@ -58,7 +58,7 @@ will be combined into one skeletal mesh using the name of the first child mesh i

::: tip Note
This might not give you enough control over the skeletal mesh name, so using the
[immediate parent name](https://epicgames.github.io/BlenderTools/send2ue/extensions/use-immediate-parent-name.html)
[immediate parent name](https://epicgamesext.github.io/BlenderTools/send2ue/extensions/use-immediate-parent-name.html)
extension can be useful.
:::

Expand Down
4 changes: 2 additions & 2 deletions docs/send2ue/extensions/create-post-import-groom-assets.md
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Expand Up @@ -8,7 +8,7 @@ imported groom asset.
### Groom Binding Asset
This creates a binding asset for the imported groom asset. The target skeletal mesh is the hair's surface mesh in blender
that is part of the same import. For this option to work correctly, the _import mesh_ and _import groom_ options in the
[import settings](https://epicgames.github.io/BlenderTools/send2ue/settings/import.html) must be turned on.
[import settings](https://epicgamesext.github.io/BlenderTools/send2ue/settings/import.html) must be turned on.

The binding asset will use the name of the groom asset and the name of the target skeletal mesh post fixed with `_Binding`.
Note this is the unreal convention of naming binding assets.
Expand All @@ -17,7 +17,7 @@ For example, a groom asset sourced from a particle system named `hair` with a su
will yield a binding asset named `hair_SK_Mannequin_Female_Binding`.

::: tip Note
A binding asset can only be created when the groom's surface mesh is a [skeletal mesh](https://epicgames.github.io/BlenderTools/send2ue/asset-types/skeletal-mesh.html).
A binding asset can only be created when the groom's surface mesh is a [skeletal mesh](https://epicgamesext.github.io/BlenderTools/send2ue/asset-types/skeletal-mesh.html).
:::

### Blueprint Asset with Groom
Expand Down
2 changes: 1 addition & 1 deletion docs/send2ue/introduction/quickstart.md
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@@ -1,7 +1,7 @@
# Quickstart
This quick start guide will help you get up and running with Send to Unreal.

First thing you need to do is download the latest versioned zip file from the [releases page](https://github.com/EpicGames/BlenderTools/releases?q=Send+to+unreal&expanded=true)
First thing you need to do is download the latest versioned zip file from the [releases page](https://github.com/EpicGamesExt/BlenderTools/releases?q=Send+to+unreal&expanded=true)
under the `Assets` dropdown. The zip file name will start with `send2ue`.

::: tip Note
Expand Down
2 changes: 1 addition & 1 deletion docs/send2ue/trouble-shooting/errors.md
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Expand Up @@ -13,4 +13,4 @@ You will receive this error if you do not have an "Export" set in your outliner.
### NoOptionError: No option 'r.skincache.compileshaders'
The option "Support Compute Skin Cache" is required for groom imports. If you have this project setting
on but consistently receive this error, consider turning off the "Check project settings" validation in
send to unreal validations settings. This issue has been reported by users in [#533](https://github.com/EpicGames/BlenderTools/issues/533).
send to unreal validations settings. This issue has been reported by users in [#533](https://github.com/EpicGamesExt/BlenderTools/issues/533).
2 changes: 1 addition & 1 deletion docs/ue2rigify/.vuepress/config.ts
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Expand Up @@ -20,7 +20,7 @@ export default defineUserConfig({
navbar: [
{
text: 'Home',
link: process.env.PROD === '1' ? 'https://epicgames.github.io/BlenderTools/' : '/',
link: process.env.PROD === '1' ? 'https://epicgamesext.github.io/BlenderTools/' : '/',
target:'_self'
}
],
Expand Down
2 changes: 1 addition & 1 deletion docs/ue2rigify/introduction/quickstart.md
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Expand Up @@ -2,7 +2,7 @@

This quick start guide will help you get up and running with the UE to Rigify addon.

First thing you need to do is download the latest versioned zip file from the [releases page](https://github.com/EpicGames/BlenderTools/releases?q=UE+to+Rigify&expanded=true)
First thing you need to do is download the latest versioned zip file from the [releases page](https://github.com/EpicGamesExt/BlenderTools/releases?q=UE+to+Rigify&expanded=true)
under the `Assets` dropdown. The zip file name will start with `ue2rigify`.

::: tip Note
Expand Down
2 changes: 1 addition & 1 deletion send2ue/__init__.py
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Expand Up @@ -18,7 +18,7 @@
"location": "Header > Pipeline > Send to Unreal",
"description": "Sends an asset to the first open Unreal Editor instance on your machine.",
"warning": "",
"wiki_url": "https://epicgames.github.io/BlenderTools/send2ue",
"wiki_url": "https://epicgamesext.github.io/BlenderTools/send2ue",
"category": "Pipeline",
}

Expand Down
8 changes: 4 additions & 4 deletions send2ue/core/io/fbx.py
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Expand Up @@ -400,7 +400,7 @@ def fbx_data_object_elements(root, ob_obj, scene_data):
object_world_location = current_object.matrix_world.to_translation()

# if this is using the empty from the combined meshes option
# https://github.com/EpicGames/BlenderTools/issues/627
# https://github.com/EpicGamesExt/BlenderTools/issues/627
empty_object_name = asset_data.get('empty_object_name')
if empty_object_name:
empty_object = bpy.data.objects.get(empty_object_name)
Expand All @@ -419,10 +419,10 @@ def fbx_data_object_elements(root, ob_obj, scene_data):
(object_world_location[2] - asset_world_location[2])
))
# only adjust the asset object so collisions and lods are not effected
# https://github.com/EpicGames/BlenderTools/issues/587
# https://github.com/EpicGamesExt/BlenderTools/issues/587
if asset_object == current_object:
# clear rotation and scale only if spawning actor
# https://github.com/EpicGames/BlenderTools/issues/610
# https://github.com/EpicGamesExt/BlenderTools/issues/610
rot = (0, 0, 0)
scale = (1.0 * SCALE_FACTOR, 1.0 * SCALE_FACTOR, 1.0 * SCALE_FACTOR)
else:
Expand Down Expand Up @@ -560,7 +560,7 @@ def fbx_data_bindpose_element(root, me_obj, me, scene_data, arm_obj=None, mat_wo
export_fbx_bin.save(self, bpy.context, **keywords)

# now re-patch back the export bin module so that the existing fbx addon still has its original code
# https://github.com/EpicGames/BlenderTools/issues/598
# https://github.com/EpicGamesExt/BlenderTools/issues/598
export_fbx_bin.fbx_animations_do = original_fbx_animations_do
export_fbx_bin.fbx_data_armature_elements = original_fbx_data_armature_elements
export_fbx_bin.fbx_data_object_elements = original_fbx_data_object_elements
Expand Down
4 changes: 2 additions & 2 deletions send2ue/core/utilities.py
Original file line number Diff line number Diff line change
Expand Up @@ -790,7 +790,7 @@ def is_unreal_connected():
Checks if the unreal rpc server is connected, and if not attempts a bootstrap.
"""
# skips checking for and unreal connection if in send to disk mode
# https://github.com/EpicGames/BlenderTools/issues/420
# https://github.com/EpicGamesExt/BlenderTools/issues/420
if bpy.context.scene.send2ue.path_mode == PathModes.SEND_TO_DISK.value:
return True

Expand Down Expand Up @@ -823,7 +823,7 @@ def is_collision_of(asset_name, mesh_object_name, properties):
:param PropertyData properties: A property data instance that contains all property values of the tool.
"""
# note we strip whitespace out of the collision name since whitespace is already striped out of the asset name
# https://github.com/EpicGames/BlenderTools/issues/397#issuecomment-1333982590
# https://github.com/EpicGamesExt/BlenderTools/issues/397#issuecomment-1333982590
mesh_object_name = mesh_object_name.strip()
return bool(
re.fullmatch(
Expand Down
10 changes: 5 additions & 5 deletions send2ue/release_notes.md
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@@ -1,13 +1,13 @@
## Minor Changes
* Added collections as folder support for 'send to disk'
* [658](https://github.com/EpicGames/BlenderTools/pull/658)
* [658](https://github.com/EpicGamesExt/BlenderTools/pull/658)
* Fixed Validation that detects invalid material assigned to polygon.
* [656](https://github.com/EpicGames/BlenderTools/pull/656)
* [656](https://github.com/EpicGamesExt/BlenderTools/pull/656)
* Fixed export with object origin causes some collisions to be offset bug
* [587](https://github.com/EpicGames/BlenderTools/issues/587)
* [587](https://github.com/EpicGamesExt/BlenderTools/issues/587)
* Fixed use object origin with combine meshes bug
* [627](https://github.com/EpicGames/BlenderTools/issues/627)
* [628](https://github.com/EpicGames/BlenderTools/issues/628)
* [627](https://github.com/EpicGamesExt/BlenderTools/issues/627)
* [628](https://github.com/EpicGamesExt/BlenderTools/issues/628)

## Special Thanks
@SalamiArmi, @namrog84
Expand Down
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