- Add core addon files (__init__.py, KKPanel.py, preferences.py, common.py) - Add import pipeline with armature, mesh, and material modification modules - Add export pipeline with material baking and FBX preparation utilities - Add material combiner tool for texture atlas generation and optimization - Add extras utilities for animation, rigging, and asset management - Add bone orientation data from better_fbx for accurate skeletal structure - Add comprehensive documentation and wiki with multi-language support (EN, JP, ZH) - Add animation library retargeting lists for ARP and Rokoko motion capture - Add Rigify integration scripts for advanced rigging workflows - Add shader file (KK Shader V8.0.blend) for material rendering - Add manifest and license files for addon distribution - Add changelog documenting version history and improvements - Initialize complete Blender addon project for Koikatsu character import/export
35 lines
2.0 KiB
Markdown
35 lines
2.0 KiB
Markdown
## Test cases
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1. In Koikatsu, export Chika with a single outfit (default exporter settings)
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* Also export with only "Export All Outfits" enabled
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* Also export with only "Export Variations" and "Export Hit Meshes" checked
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* Also export with a pose selected, an emotion pattern selected and only "Freeze Current Pose" and "Freeze Shapekeys" checked
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1. In Blender, import the "Export Variations" and "Export Hit Meshes" model
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* Check variations + hitboxes were separated
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* Check eye shapekeys work
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* Check mouth shapekeys work
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* Check Gag eye shapekeys work
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1. In another file, import the "Freeze Current Pose" and "Freeze Shapekeys" model
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* Check armature type was changed to Koikatsu
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* Check pose and shapekeys were applied to base mesh
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1. In another file, import the 8 outfits export
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* Check Outfits 0, 1, 2 exist, and have textures + converted colors
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* Check Hair for Outfits 0, 1, 2 exist and have textures + converted colors
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1. In another file, import the default settings export
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* Check Outfit 0 exists
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* Check Hair for Outfit 0 exists
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* Check hand IK, leg IK, hips bone and center bone work
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* Check eye controller works
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* Use the bake material templates button
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* Use the "Prep for target application" button
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1. In another file, import the default settings export with the "Rigify Armature", "Skip modifying shapekeys", "Use Cycles" options. Check "Fix body seams" and enable the "SFW mode" checkbox
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* Check Rigify hand IK, leg IK, hips bone and center bone work
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* Check Rigify eye controller works
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* Check shapekeys were not modified
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* Switch to rendered view and check the model appears in the cycles viewport
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* Go into edit mode and check the seam down the middle of the neck is gone
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* Check the sfw alphamask was applied to the body material
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* Check nsfw meshes were deleted
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1. In another file, import the default settings export with the "Separate every object" option selected
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* Check all outfit objects are separated
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