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authorGordon MacPherson <gordon@gordonite.tech>2019-08-30 02:21:40 +0100
committerGordon MacPherson <gordon@gordonite.tech>2019-09-01 19:08:34 +0100
commitad214c03560d721d9b8bbff03835fc7fa4884943 (patch)
tree71a4bfab6f73746ded5fc9560c6dd969d195edca /.mailmap
parenta5e0aa32d9143b115b81788f504fb5bf1a27892a (diff)
Assimp FBX Import support
Issues fixed: - Updated assimp to latest and backported fixes into godot. - Fixed file scale being ignored from FBX file. - Fixed bone removal - Implemented proper armature binding - Fixed recursion not always going through the entire path - Implemented assimp global scaling system - Fixed assimp global scale process to support unit conversion - Implemented proper fbx scaling - Fixed asserts caused by missing faces in some models which could crash - Fixed valid bone removal - Fixed root node being overwriten by assimp which caused data loss - Fixed armature construction so that it works with multiple roots - Implemented basic support for FBX standard materials - Refactoring to improve code quality and improve function reuse. - Simplified node creation from assimp scene into subsections: create_light, create_mesh, create_bone. - Creating meshes is now done after hierarchy is created so that the skeleton is always available. - Added support to assimp to support file scale in all formats which call SetFileScale. - Many other fixes provided into assimp. Known issues: - FBX pivots from Maya do not currently work. (workaround: for now use blender import and export to remove pivot tracks) - Hierarchy creates an extra node for each mesh - this was done intentionally but we intended to do a pass to remove these as they're a required node. - When an animated mesh has not executed any animation the rest pose is wrong. Co-authored-by: K. S. Ernest (iFire) Lee <ernest.lee@chibifire.com>
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