Age | Commit message (Collapse) | Author |
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This reads materials properly from Maya and expands on existing functionality to make this work properly.
aiTextureType_SHININESS no longer used as not appropriate for PBR texture as it is legacy.
This fix will be also present in assimp soon.
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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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Signed-off-by: RevoluPowered <gordon@gordonite.tech>
Signed-off-by: K. S. Ernest (iFIre) Lee <ernest.lee@chibifire.com>
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