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Export vtree #1378
Export vtree #1378
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for mesh & material Use custom key cache by scurest Use id of mesh & material
Still a WIP. Still have some TODO to manage, because managing skin & joints with this current system is not easy |
Seems tests are KO only for pull_request because a cache issue (still caching 2.93 where push caches 3.0) |
2 different new things in this branch:
In current version:
In attachment a test case for multi level collection instance, for materials, and meshes collections.zip Of course lots of work are still needed, but this is a first step. |
@julienduroure I tried exporting a model with multiple same-name NLA tracks, using a vtree build from today. It looks like all my parts came out animated separately. I have "Group by NLA track" checked, but it didn't perform any grouping, they all came out as loose pieces. This was a complex model that I can't share, but I could try building a reduced test model if needed. |
@emackey Do you have your .blend test case? |
Took a while to figure out how to reproduce, but it turns out the bug activates when "Include Selected Objects" is checked in the exporter options. The combined NLA track exports alongside loose animations per-object. In the above example, there should be only one NLA animation exported, called "CubeDance." But when "Include Selected Objects" is used, the combined animation appears alongside individual cube animations. |
@emackey Nice catch! |
Confirmed fix. Thanks! |
just tried and got an error if there is a animation
only the
|
@s-light You need at least 3.1 to run this branch, you can't use 3.0 |
@s-light You have a build here if you want : https://builder.blender.org/download/experimental/gltf_vtree/ |
sorry... is not related to vtree. |
Hi, I just tried out these changes to fix my problems in #1576. I've noticed that skins are duplicated if multiple objects are parented to a single armature: "skins" : [
{
"inverseBindMatrices" : 6,
"joints" : [
1,
0
],
"name" : "Armature"
},
{
"inverseBindMatrices" : 6,
"joints" : [
1,
0
],
"name" : "Armature"
}
], I'm not sure if this is intentional, but this did not happen before. It may re-introduce #566, though this issue and its resolution seems complicated. Unlike the mentioned issue, the inverseBindMatrices are exactly the same in this case. For some context, I'm writing a C++ application that uses gltf, and relies on nodes within the same armature to have the same skin; it would abort otherwise. |
Confirmed. I will have a look soon |
@Capital-Asterisk I just Fixed the duplicate skin data bug |
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