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When we select a skinned-mesh node in the scene tree, we will default to the animation tab. But if the skinned-mesh does not have animation then no tab is selected. Let's default to the `info` tab in…
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**Issue description:**
I'm spawning a prefab, with a single animated model as root. The model is a character imported in T-pose. It has an animgraph that always outputs a looping animation. W…
z1dev updated
7 months ago
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This isn't _technically_ necessary for the API, but there's been a fair amount of interest in this so I wanted to document ideas for this.
I think the general tutorial flow would look something lik…
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After updating the validator there are a few new skinning issues in the generated models (see reports for details):
- Animation_Skin_02
- [ ] `NODE_SKINNED_MESH_NON_ROOT`
- [ ] `NODE_SKINNED_…
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There's been discussion of this before, for example https://github.com/KhronosGroup/glTF-Blender-IO/issues/1538#issuecomment-1015403354
> So perhaps GLTF exporter should apply transforms and clear …
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I have made animations to change the value of RGBA Color masking of poiyomi, as shown in the screenshot. It could be changed into blue, white or black. However, after optimization, the animation stops…
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Option to either import the matching rig+deforms from the plugin resources folder or to merge rigs exported with the meshes from wolvenkit during .ENT import to allow animation of fully skinned model…
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Simple idea: Resulting animation frames should be altered if a skinned object collides with solid geometry.
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Working with Andrew Winkler, we need to create an export script.
Features:
### **Animation**
1. Be able to automate exporting Rig.fbx files and Rig Anim.fbx files
> - For example: Drag…
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### Describe the project you are working on
VFX in Godot
### Describe the problem or limitation you are having in your project
Currently it is not possible to emit particles from the surface of a s…