Animations are now pushed to NLA tracks, one after the other.
This means you can play all the animations that came in by just scrubbing along the timeline instead of having to manually set the correct actions on all the objects, which is a big improvement. Exporters also commonly look at the NLA tracks to find what actions an object uses.
As usual, there is still a problem though -_- The animated values aren't "disposed" between actions, so if you seek from one animation that animates a property to another that doesn't, the property retains its value from the previous point. This means that the animation state depends not just on the time, but on where you seeked to that time from (setting extrapolation = 'NOTHING' on strips does not fix this).
You'd already have this issue if you changed actions manually though, so this is still a better way to import multiple animations but it'd be nice to fix this...
glTF scenes are imported as Blender collections (instead of Blender scenes). Everything is always put in the current scene now. This is still disabled by default.
Bugfixes for texture transform rotation and pbrSpecularGlossiness from working on glTF-Blender-IO.
Animations are now pushed to NLA tracks, one after the other.
This means you can play all the animations that came in by just scrubbing along the timeline instead of having to manually set the correct actions on all the objects, which is a big improvement. Exporters also commonly look at the NLA tracks to find what actions an object uses.
As usual, there is still a problem though -_- The animated values aren't "disposed" between actions, so if you seek from one animation that animates a property to another that doesn't, the property retains its value from the previous point. This means that the animation state depends not just on the time, but on where you seeked to that time from (setting
extrapolation = 'NOTHING'
on strips does not fix this).You'd already have this issue if you changed actions manually though, so this is still a better way to import multiple animations but it'd be nice to fix this...
glTF scenes are imported as Blender collections (instead of Blender scenes). Everything is always put in the current scene now. This is still disabled by default.
Bugfixes for texture transform rotation and pbrSpecularGlossiness from working on glTF-Blender-IO.