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Implement Animation Blend Shape Tracks #53865
Implement Animation Blend Shape Tracks #53865
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Posting for future use.
This is an animation done entirely with blend shapes. |
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<method name="get_active_material" qualifiers="const"> | ||
<return type="Material" /> | ||
<argument index="0" name="surface" type="int" /> | ||
<description> | ||
Returns the [Material] that will be used by the [Mesh] when drawing. This can return the [member GeometryInstance3D.material_override], the surface override [Material] defined in this [MeshInstance3D], or the surface [Material] defined in the [Mesh]. For example, if [member GeometryInstance3D.material_override] is used, all surfaces will return the override material. | ||
</description> | ||
</method> | ||
<method name="get_blend_shape_count" qualifiers="const"> |
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set_blend_shape_name() would match set bone name.
@fire It does not seem to work, but it seems like this is a problem of the importer, not so much a problem of the code I added. |
Other diffs. |
* New track type BLEND_SHAPE * Blend shapes are imported via this new track type * Processing is more optimized (no longer relies on variants) * Modified the Blend Shape API in MeshInstance3D to use indices rather than StringNames (more optimizes) * Promo: Fixed a small bug in gizmo updating in Node3D that affected performance Dedicated BlendShape tracks are required for both optimization and eventually implementing them in animation compression.
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@fire Pushed changes, please try the PR again. |
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Tiger sample's blend shape plays. The gltf2 morph target sample plays blends too.
Thanks! |
Dedicated BlendShape tracks are required for both optimization and eventually implementing them in animation compression.