Open fire opened 3 hours ago
Testing using the build from https://github.com/godotengine/godot/actions/runs/10996471374
Noticed that you did not assign a skeleton or a skin to the mesh instance, so it's a baked mesh -- which makes sense?
Changes are on a branch https://github.com/RavinMaddHatter/Madhatters-Table-Top-RPG-Mini-Maker/tree/4.4Beta
There seems to be a missing feature to bake both blend shapes and skeleton poses.
Why are you using the obj exporter and not the gltf exporter?
https://docs.godotengine.org/en/stable/tutorials/assets_pipeline/exporting_3d_scenes.html
Have to leave now. Will review later.
I am using an obj export because I have tools I understand better that work with obj, and long term my goal is to use this to make 3d prints.
Skins and uvs are not important to me project, so I didn't set them. It sounds like the Godot export is missing blends, vs poses. If I can just do poses, I would like to see how that works.
The baking is occurring on line 439 of new_character_menu script.
The export is occurring on line 445.
Tracking here.