Lu Jiacheng
Lu Jiacheng
Copy some comment from https://github.com/godotengine/godot-blender-exporter/issues/158 >From @Calinou: To be fair, most games in production bake their textures and don't try to do anything more. Procedural textures are nice, but have...
Hi William, you are the right the `master` branch is only compatible with Blender2.80+. The addon has a separate [branch for blender2.79](https://github.com/godotengine/godot-blender-exporter/tree/blender2.79). You can try that out if you are...
The shape keys do have a lot of duplicating vertex data (as well as bone data), every shape key is stored as the whole mesh data merely without vertex indices,...
Thank you very much! The implementation looks very good, though I haven't run it, I will try to do it soon. Haven't been tracking Blender's update for a while, is...
The vertex color works great. Still the implementation of the Alpha socket seems needed.
can reproduce on all the godot versions. The issue is actually any children mesh of a skeleton node, if the mesh has no bone weights, it does not get displayed....
It would work if the mesh is outside the skeleton. I would tag it as 'bug', I think the exporter could have some detecing and parent changing for these kind...
I think it is the same problem as #93, would be fixed by #96
seems fixed, this thread would be closed.
This becomes an optional configuration (see [here](https://docs.godotengine.org/en/latest/getting_started/workflow/assets/escn_exporter/material.html#generate-external-materials)). I made it optional because there are some flaws in generating `.material` from escn file, godot does not safely handle overwriting `.material` file....