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**Godot version:**
3.1.1 stable
Blender version 2.8
**OS/device including version:**
Window7
**Issue description:**
I made some animation with blender then imported to godot. Everything w…
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The importer should not assume that the pbrMetallicRoughness node is present in a material node.
To reproduce:
Just exports a tiny scene with materials and remove the pbrMetallicRoughness node fro…
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glTF 2.0 spec defines the front face using a CCW winding direction.
The exporter fails to export correctly a simple cube. Normals computed using the CCW winding direction point towards the inside of…
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The static lib for assimp is massive. It's only a debug build, but still. There's a way to specify whether or not to build individual importers. We really only need glTF2, but should also support:
…
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/!\ Export from Blender 2.81+ and import in Godot 3.2+.
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Loading collada/gltf2.0 animations, is this on the roadmap?
How difficult would this be to implement?
This is perhaps the only thing missing from this engine :+1:
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When animating an object in blender the user has the option to select an object's key frames in the Graph Editor, Right-Click to open the f-curve context menu, then set the interpolation mode to Bezie…
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When **Always sample animations** is active, the exporter seems to sample the animations way too many times than what's actually needed.
_I'm not familiar with the code and my experience with Blend…
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Hello,
Can it be made more clear which version of gltf 1.0 or 2.0 this tutorial targets? If both, does it consistently point out the differences when they arise?
Thank you!
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I'm having issues installing the newest 2.1.4 AN on the release candidate of blender from blender.org. I have ensured that there are no lingering animation_nodes folders in the scripts folder etc (and…