Releases: zturtleman/mm3d
Maverick Model 3D 1.3.15
Maverick Model 3D 1.3.15 adds Quake 3 player export to IQE format, fixes Linux Dark Mode and issues on 2023 Flatpak runtime, and fixes not updating frame count in animation mode until focus changes.
General
- Add dark mode color scheme for model background
- Add frames, FPS, and loop to New Animation window
- Add Edit to animation mode for changing the same fields as New Animation window
- Make Animation Sets window use New Animation dialog
- Replace Rename in Animation Sets window with Edit for name, frames, FPS, and loop
- Rename texture to material in Edit Groups window
- Change max frames for an animation to 9999 (previously 999 but convert to frame animation was limited to 99)
- Fix not updating frame count in animation mode until focus changes, text editing is disabled now
- Fix ‘paste animation frame’ without selecting an animation
- Fix misplaced “fi”s for configure
- Fix ignoring user CXXFLAGS in configure
- Fix compiling on GNU Hurd
Documentation
- Add dark mode support for web browsers
- Fix viewing in-app help in dark mode
Model Formats
- Add Quake 3 player export for IQE
GNU/Linux
- Add changelog to Linux appstream metadata
- Update Flatpak runtime to org.kde.Platform 5.15-23.08
- Don’t use Wayland unless requested (environment variable QT_QPA_PLATFORM=wayland)
- Fix finding Qt translations in Flatpak
macOS
- Fix configure failure on newer macOS
- Fix installing Qt translation in the appbundle
Maverick Model 3D 1.3.14
Maverick Model 3D 1.3.14 enables HiDPI support by default and adds support for creating toon cel outlines and importing frame animations.
Toon Cel Outline
Screenshot of my remake of the Misfit Model 3D logo with toon outline on a HiDPI display.
It's now possible to create a toon cel outline effect (expanded mesh, drawing triangle backside). It works with skeletal animated models but it's not supported with frame animations. Skeletal animations can be converted to frame animations afterward though.
- Disable drawing back-facing triangles using Render -> Render Options -> Hide back-facing triangles
- Select all meshes to have toon cel outline and then use the Geometry -> Duplicate command (copy and paste doesn't keep the joint influences)
- Add a material for the outline color in Materials -> Edit Materials
- Create a new group in Materials - > Edit Groups and add the selected duplicate meshes (Assign As Group) and set materials to your outline color material
- Use Geometry -> Vertices -> Weld Vertices so that vertices in the same place don't move apart
- Use Geometry -> Normals -> Invert Normals so that triangle faces inward
- Use Geometry -> Vertices -> Offset by Normal to give the cel outline the desired size
Changes
General
- Enable Qt HiDPI support by default and fix a few layout issues
- Add Offset by Normal command to move vertex along average normal
- Make Duplicate command keep all joint influences
- Make Edge Divide command set group and texture coords
- Make Select Vertex tool automatically select and unselect triangles
- Automatically select new face made by Make Face From Vertices
- Make texture coord window reset map scheme on selection change
- Fix texture coord window displaying last texture if no triangle has a texture
Merge Model / Import Animations
- Add support for frame animations to Import Animations (must have the same number of vertexes and order)
- Make Merge Model copy frame animation frames-per second (FPS) setting
- Make Merge Model and Import Animations copy looping setting
- Fix Merge Model and Import Animations to set skeletal animation FPS on the correct animation
Background Image
- Fix model using background image with Canvas mode Flat
- Fix model viewports not updating immediately after setting background image
- Fix drawing left/right brackground image in some cases
- Fix background image not blending in some cases
Model Formats
cal3d
- Add support for exporting cal3d .cfg files
mm3d
- Fix writing background image filename
GNU/Linux
- Update Flatpak runtime to org.kde.Platform 5.15-22.08 from 5.15 (20.08)
Post-script
This release was created with a week of development. If you find it useful, consider donating at Ko-fi.
Windows x86 installer and GNU/Linux x86_64 Flatpak Bundle are available for download.
It should build and run on macOS. However like Maverick 1.3.13 there is no macOS build as I haven't sorted it out / purchased a new mac that Qt 5.15 still supports.
Edit (August 6 2024): Added macOS download (mm3d-1.3.14.dmg) using Qt 5.11.
Maverick Model 3D 1.3.13
After a little over 2 years, Maverick Model 3D 1.3.13 has been released with a slew of bug fixes and some long desired features.
It's now possible to remove geometry/groups/points from models with vertex frame animations and models can be merged relative to a point, which will be positioned correctly in existing vertex frame animations.
MD2 vertex normals have been fixed. Y and Z were incorrectly swapped since in MM3D 1.3.4.
Maverick is now available as a Flatpak Bundle for GNU/Linux to allow installing it without compiling it yourself or using GNU/Linux distro packages which may not be the latest version. (Auto-builds of the Flatpak Bundle can also be downloaded from GitHub Actions, though a GitHub account is required.) Maverick also now works correctly using Wayland.
There was reports of the previous version's Windows build would sometimes crash after saving a model. This is now fixed though the exact cause is not known. The Windows build was updated from Qt 5.11 to 5.15.2 and now uses the same compiler run-time for Qt and Maverick.
The macOS build is delayed until 2022. It will also update from Qt 5.11 to Qt 5.15.2. It should build and run fine today with Qt 5 from Homebrew provided you have macOS 10.13 or later.
Windows x86 installer and GNU/Linux x86_64 Flatpak Bundle are available for download.
Edit (August 6 2024): Added macOS download (mm3d-1.3.13.dmg) using Qt 5.11.
General
- Add Clear Rotation/Translation Keyframes to Animation menu
- Add Base Point to Model Merge
- Add filename to Plugins window
- Allow removing vertexes from models with frame animations
- Allow adding/removing groups and points from models with frame animations
- Make splitting skeleton animation keep overall pose
- Make copy/paste skeleton animation frame copy interpolated keyframes
- Make paste animation frame select what was paste
- Make new animations default to non-looping
- Switch from QGLWidget to QOpenGLWidget (needed for Wayland on GNU/Linux, breaks Windows with OpenGL 1.1)
- Generate HTML manual using C instead of Perl with HTML::Template module
- Fix merged points in frame animations
- Fix crash if merging model when existing has a 0-frame animation
- Fix undo event for Merge Animations
- Fix model filter read/write to always use decimal point regardless of system locale
- Fix truncating frames when changing frame count in animation mode
- Fix Animation Sets -> Split to be start frame num
- Fix horizontal scroll events being treated as scroll down
- Fix texture coord window to check all selected triangles for a texture
- Fix select joint influenced points
- Fix Qt translations (qt_xx.qm) not being used
- Fix hundreds of compiler warnings
Model Formats
d3d (new)
- Add GameMaker Studio .d3d model import/export
iqe
- Remove option to disable saving points in animations (IQM SDK would use identity, not bind pose)
md2
- Fix vertex normals orientation
md3
- Add export dialog with option to write animation.cfg for non-player models
- Don't allow saving as a player if there are groups that would not be saved in any player segment
mm3d
- Deduplicate written external textures list
- Fix writing external texture count (it use to be material count which may be too high)
- Fix saving with long background filename causing out-of-bounds write
ms3d
- Fix loading model with all zero vertex bone weights
obj
- Fix crash if some MTL keywords are before newmtl
- Fix crash for out of bounds texcoord index
GNU/Linux
- Add AppStream metadata and install icons into modern file path
- Add ability to build as a Flatpak
- Don't create 'shared' plugins symlink anymore (to allow multiple install paths)
- Rename mimetype from application/x-mm3d to model/x-mm3d
- Fix locating Qt translations on GNU/Linux
Windows
- Support UTF-16 paths for install path and appdata on Windows
- Make building using MinGW on Debian use POSIX thread model so it uses the same GCC run-time as Qt
- Fix writing image filenames in models on a separate Windows drive than the images
- Fix listing files on Windows with ".." directory in path
macOS
- Add system and Qt translations to macOS AppBundle
- Add
make appbundle
to Makefile.generic - Add support for cross-compiling from GNU/Linux using osxcross
- Renamed macOS configure
make mm3d.app
target tomake appbundle
Build Note
- Moved autosetup.sh to autogen.sh to match defacto naming convention
Maverick Model 3D 1.3.12
Maverick Model 3D 1.3.12 adds shift key behavior for tools in texture coordinate editor, allows easier conversion of skeletal animations to frame animations, and fixes several issues.
Editor
- Add shift key behavior to texture coordinate editor for move/rotate/scale like main window (requested by Enjay001).
- Make Convert To Frame window convert multiple animations at once.
- Fix animation frame slider not responding to arrow keys (reported by 77ZaRR77).
- Fix delete button in Edit Joints window (reported by Mick Pearson (mickp-1982)).
- Fix mouse interaction and wireframe line size on HiDPI displays (reported by Andrew Hamilton (orange451)).
- Fix OpenGL possibly not working on Windows with Qt5 (black viewports) (reported by 77ZaRR77).
- Fix some memory leak and std::list usage (reported by Mick Pearson (mickp-1982)).
- Fix
configure
when compiling on Fedora (reported by Jacob Gustafson (poikilos)).
Model Formats
- Remove artificial MD3 export limits (requested by Peach1).
Maverick Model 3D 1.3.12 Release Candidate 1
Changes since 1.3.11:
- Add shift key behavior to Texture Coord editor for move/rotate/scale
- Make Convert To Frame window convert multiple animations at once
- Remove artificial MD3 export limits
- Fix animation frame slider not responding to arrow keys
- Fix delete button in Edit Joints window
- Fix mouse interaction and wireframe line size on HiDPI displays
- Fix some memory leak and std::list usage reported by Mick Pearson (mickp-1982)
- Fix
configure
when compiling on Fedora (version 29) reported by Jacob Gustafson (poikilos)
Windows 7+: mm3d-1.3.11-20190915-git-aa55fb2.zip
MacOS 10.11+: mm3d-1.3.11-20190914-git-aa55fb2.dmg
Note: The Windows build was replaced on 20190915 to add missing gcc DLLs.
Maverick Model 3D 1.3.11
Maverick Model 3D 1.3.11 adds support for exporting Studiomdl Data (SMD) models, improves Milkshape 3D (MS3D) model support, and fixes many issues.
Editor
- Add support for texture alpha blending in animation mode (reported by ZaRR).
- Add workaround to force toolbar to be visible even if it's hidden in dock.dat (reported by Enjay001).
- Improve decimal accuracy for rotation on properties panel (e.g., display 90 instead of 89.999999).
- Use backslash path separators in recent models list on Windows.
- Fix Paint Texture window writing a blank black image (regression, reported by Enjay001 and mecwerks).
- Fix not loading texture the first time Texture Coordinates window is shown (regression, reported by Enjay001).
- Fix some vertex bone joint weights being rounded down on properties panel and calculated auto weight.
- Fix wireframe Z-fighting with model meshes.
- Fix new transparent texture set for material not being drawn (reported by philosophofee).
- Fix frame animated models default to blank animation type in Animation Sets window.
- Fix gimbal lock detection when converting matrix to Euler angles (affected writing SMD models).
- Fix keyboard shortcuts in German and French translations (reported by Nessie).
Model Formats
- Add support for exporting Studiomdl Data (SMD) models (requested by philosophofee).
- Improve decimal accuracy in exported IQE models.
- Improve MS3D model support (some issues reported by philosophofee).
- Add support for loading/saving Milkshape 3D 1.8.5 BETA 1 MS3D models (vertex subversion 3).
- Add descriptions for vertex subversions to MS3D export prompt.
- Only allow typing hexdecimal in MS3D Vertex Extra export prompt.
- Don't allow exporting invalid MS3D models when there are too many vertexes, triangles, bone joints, groups, or materials.
- Don't convert vertex bone weights of 0 to average for MS3D export.
- Fix reading/writing MS3D animation bone joint keyframes.
- Fix written MS3D vertex bone joint weights not adding up to 100.
- Fix loading MS3D bone influences for more than 128 bones.
- Fix loading MS3D when a group has no material.
- Fix missing meta data undo event after Cal3D/MD3/MS3D export.
- Fix writing line endings as Unix style in OBJ/DXF/IQE on Windows (regression).
- Fix loading OBJ textures on Windows (regression, reported by Nessie).