Julien Duroure
Julien Duroure
Fix #1658
Requested by Godot Engine team here: https://github.com/godotengine/godot/issues/64275#issuecomment-1213052478 Currently, default is limited to 4, and we can, by checkbox, export all influences. By glTF specification => Must be N % 4...
Fix #1706
See https://github.com/KhronosGroup/glTF-Blender-IO/blob/e66a395089820d6ca31a75ed53a92ba4df4f8d2b/tests/package.json#L8
With Geometry Nodes, we now have some generic data that are linked to vertex/faces/etc... Can be retrieved with mesh.attributes. That would give any attribute created by geometry nodes or elsewhere...
Currently, only 1 animation is set as active in Blender at import. If animation has no nodes in common (no overlapping), we can set multiple action active. See original report:...
Cf discussion starting at this comment, and next ones : https://github.com/KhronosGroup/glTF-Blender-IO/pull/807#issuecomment-1136480131
Fix #1626 Set skinned mesh at root Note : Need to be fully tested
¿Will the resolution of this issue fix the fact that the current glTF export flattens all of Blender's collections into a single level? For example, this .blend scene graph: Becomes...
Vertex groups are now stored in mesh data, no more on object. So we can remove all code linked to avoid miss cache because of vertex group. We will now...