Open Peach1 opened 4 years ago
This would be a great feature, but this is not planned for now. Exporting BBones means recalculation of skinning weight paint for all BBones, that seems to be a non-easy task. Don't think this calculation is API exposed
Problem Currently Bendy Bones are not reflected in animated GLTF export. An enhancement would be exporting an armature that gives the same visual result as Bendy Bones. A simple bone acts like a curve of smaller bones for easy rig control.
Having export support for bendy bones in glTF would let artists use more of Blender native features in exported content. Users expect animated glTF export looks as close as possible to what gets played back in Blender.
Solution GLTF export that exports bones equivalent to bendy bones displayed in Blender. Automatically using the same method of bone subdividing/weight painting as Blender is using for Bendy bones.
Alternatives The user can manually subdivide bones, but that requires re-weight painting, and it would be a workaround for a feature that Blender already natively supports via Bendy Bones.