Open valentinegb opened 9 months ago
As I am completing https://github.com/godotengine/godot/pull/81746, there's been less focus on FBX2GLTF.
We discovered ufbx gave better results than FBX2GLTF.
I was not able to compile FBX2GLTF outside of Github actions, so no new features were added since that broke.
Suggestions welcome.
I think it's still possible to notarize the macOS artifact in the workflow file without revealing Apple Developer credentials using GitHub Action Secrets. I'm reading up on this article right now: https://developer.apple.com/documentation/security/notarizing_macos_software_before_distribution/customizing_the_notarization_workflow
Please let me know how I can assist. I'm juggling too many projects at the moment and won't be able to help much.
# Ideally a stand alone tool can be like this https://github.com/ufbx/ufbx-rust.
# But I am not interested in rust and I've already implemented this in Godot Engine fbx -> godot engine scene format -> gltf
ufbx -i input.fbx -o output.glb
I'll probably make a draft pull request for this pretty soon, but someone else would still need to have an Apple Developer account since I'm unfortunately currently ineligible for one.
to be honest, I just lost like 3 days trying to build from the original source, updating conan scripts from 1.x to 2.x.
if a working macos build via brew exists, this would be great relief. so fingers crossed u can get it done @valentinegb
so fingers crossed u can get it done @valentinegb
Sorry •.•'
https://github.com/godotengine/FBX2glTF/pull/50#issuecomment-1939588433
Godot version
4.2.stable
System information
macOS 14.2, M1
Issue description
This software is ineligible for submission to Homebrew (a popular package manager for macOS) as a cask because it is not properly signed and notarized.
Steps to reproduce
See https://github.com/Homebrew/homebrew-cask/pull/162337.
Minimal reproduction project
N/A