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Custom objects loaded from .scn files can be placed in folders. Within these folders, a file with the name .metaversefile is used as the starting point for a custom object app. A simple .metaversefile…
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```
Building dae23ds and dae2ogre exe (in debug mode, svn revision r652,
Windows 32bit, MSVC 2008)
run dae23ds cylinder_colladamaya_again.dae cylinder_colladamaya_again.3ds
and
dae2ogre cylinder_co…
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There's a little issue with one part on the model of the mining ships:
![grafik](https://user-images.githubusercontent.com/48999656/219516328-09c78d9e-0daf-4e9c-bc55-c270511968cf.png)
Also their Clo…
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**Describe the bug**
I tried to drag an fbx to the main editor. The newly created entity contains many transform object. It doesn't really make any sense.
**Assets required**
[YellowHood.zip](htt…
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### Starting to import Animations for basic movement
#### Basic Movement
- [x] Walking
- [x] Forward (+ Running)
- [x] Backward
- [x] Left
- [x] Right
-> put basic movement inside a…
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### Description
This is part of error stacks
```txt
Uncaught (in promise) RangeError: Invalid array length
at getMinMax (GLTFExporter.js:248:8)
at GLTFWriter.processAccessor (GLTFExport…
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I am aiming to develop non-gaming 3D visualization applications, an industrial simulation tools, leveraging WPF and other UI frameworks. Currently, the open-source software options are quite limited (…
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I think we should support skinned skeletal animated meshes out of the box.
In Ogre-Tundra EC_Mesh supports them so that there is a separate skeleton ref attribute which makes sense as Ogre's skel ani…
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Hi, this Mesh to SDF is great stuff!
Would be glad to see an example of an optimized version of how to sync this with a moving AND animated character. Tried different things, all have their pros and …
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Currently, on mobile devices and desktops, animated meshes are limited excessively by CPU, and not GPU. For example, when I load up 15 animated waterwheels with 120 faces each, Mobile (1.2 Ghz CPU, 40…