Lu Jiacheng
Lu Jiacheng
Pretty interesting point, Spatial Material may be the best option to do this functionality, however, I still haven't come out a compact way to export Blender material to Spatial Material....
@sdfgeoff I think most people don't use `value` node and `rgb` node, more likely they would set the value on socket. But you just inspired me, it would a good...
This exporter support exporting a wireframe mesh as a CollisionShape, so you can have a root mesh object for all your components of your car. Set the drawing mode of...
> I prefer not to use Shader Materials which is created by Godot Blender Exporter and set up blank spatial materials in the Godot instead of it. Good point, master...
Sorry, I have been busy in the last few months. > that the blender2.80 and master branch have already diverged somewhat (6 "new" commits, 24 behind). As far as I...
This is a very good test scene you provided. I look at it and actually I find the behavior is very similar between godot and blender. Blender:  Godot: ...
Confirmed. It's a mesh when I try to rotate exported bone inside Godot. But I don't have much idea now about what the issue is, the rest position of the...
Haven't got a very clear mind to look at this issue these days. But did a small test scene shows the inconsistent deformation after a pose [Bone Rotation.zip](https://github.com/godotengine/godot-blender-exporter/files/3587094/Bone.Rotation.zip) Actually I...
Comment for myself: Autokeyed locations may not compatible with current animation exporting
The current way is following https://github.com/godotengine/godot-blender-exporter#installation, you clone the repo, either copy paste `io_scene_godot` into addons directory manually or create a symbol link. And there is some left out discussion...