fbcosentino
fbcosentino
Same issue as martinpelli but I didn't find how to solve it. In my app I have: ```swift func _ready(): messaging.connect('message_received', self, '_on_message_received') func _on_message_received(message: Dictionary) -> void: $Label.text +=...
Is there a way to apply animation to the skeleton externally? I tried the following: - In blender, add animations and export the same model as both .vrm and .glb...
> animation names and bone names are correctly identified and the model does animate (with springbones working as well), but animations are completely broken, looks like transforms work in a...
Thanks for the feedback I did both (invite: https://discord.gg/vvzfzsdKPe )
If you have a model with no physics and you want to add the spring bones yourself, you can use blender with the VRM plugin: https://vrm-addon-for-blender.info/en/ It's a bit cumbersome...
> It seems to me that this is not enough to create a secure sandbox, and these restrictions can be easily circumvented. Do not give the false illusion of security...
> List of potentially dangerous places: > > 1. `Object.get_script`, `Object.set_script` > 2. `str2var`, `bytes2var`, `dict2inst` > 3. `load`, `preload` > 4. `instance_from_id` > 5. `Object.set`, `Object.set_indexed`, `Object.call` > 6....
I tried, but last time I checked the physics in Godot 4 were not stable enough to support this. Feels like the physics engine is lagged behind in stability compared...
I checked with 4.1.1 and managed to make it work. I'm converting the files and will make a Godot 4 version available in the coming days! =]
Updated!