Age | Commit message (Collapse) | Author |
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Add "Trimming" option to cut un-keyed timeline before first key in glTF animation
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Cache materials in gltf as the abstract class of Material in GLTFDocument
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Use the abstract material class instead of BaseMaterial3D. This allows inserting ShaderMaterials into gltf. Like in VRM.
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Co-authored-by: Meow <mosesturner@protonmail.com>
Co-authored-by: Aaron Franke <arnfranke@yahoo.com>
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Also move GLTFDocumentExtension into the extensions folder
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This allows GLTFDocumentExtension classes to add to the used extensions array.
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unchecked. Fixes #63954
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This PR is a continuation to #54886
* Changed Blender path editor setting from binary to installation.
* Add a class to query whether the format is supported.
* This class allows to create proper editors to configure support.
**NOTE**: This PR only provides autodetection on Linux. Code needs to be added for Windows and MacOS to autodetect the Blender installation.
Co-authored-by: bruvzg <7645683+bruvzg@users.noreply.github.com>
Co-authored-by: Pedro J. Estébanez <pedrojrulez@gmail.com>
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Lets you drag or place .fbx files in the project folder and it will import the files.
An editor setting sets the location of the fbx2gltf binary.
Enables .fbx and .blend by default.
Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
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Lets you drag or place .blend files in the project folder and it will import the files.
Checks for Blender 3.0's gltf2 `export_keep_originals` option.
Add basepath support to GLTFDocument append_from_file.
Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
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This makes it easier to spot syntax errors when editing the
class reference. The schema is referenced locally so validation
can still work offline.
Each class XML's schema conformance is also checked on GitHub Actions.
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Split functions from gltf document import and export into six functions.
Use base path to allow two code paths based on an empty base path or a full base path.
Add uri decode in _parse_buffers.
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Keep track of MeshInstance and GeometryInstance override materials in the GLTFMesh object.
Ensure all arrays are non-empty to conform with "minItems":1 in glTF spec.
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* New plugin system to control the whole import workflow
* Can add options and run code at every import step (general, per node, mesh, animation, material etc.)
This constitutes a first version of these plugins. The ability to interact with the import preview dialog will likely be added later on.
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Convert GLTF Document to use ImporterMeshInstance3D.
Add a GLTFDocument extension list and an extension for converting the importer mesh instance 3d to mesh instance 3d.
Use GLTF module when the editor tools are disabled.
Modified the render server to be less restrictive on matching blend arrays and have more logging.
Misc bugs with multimesh.
Always index the meshes.
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We determined through discussion that composing the packed scene from a node tree was a better design because it removed duplication of code.
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For the time being we don't support writing a description for those, preferring
having all details in the method's description.
Using self-closing tags saves half the lines, and prevents contributors from
thinking that they should write the argument or return documentation there.
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Fix issue when two skeletons end up directly parented.
Prevent animating TRS for skinned Mesh node.
Fix animating weights on meshes with targets but no weights.
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And move GLTF docs to its module folder.
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