Age | Commit message (Collapse) | Author |
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When scene contains only 1 armature, it will export all actions, not only active + NLA
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Better management of case of multiple object with each multiple actions
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node tree
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You can change filter tag to change default filtering
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At import, this will be defined as armature/joints instead of empties
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- precompute tree before export
- manage collections / instances / linked
- use custom cache to avoid name collision
- animations are baked from world matrix
More info on https://github.com/KhronosGroup/glTF-Blender-IO
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See T95597
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Contributed by luzpaz.
Differential Revision: https://developer.blender.org/D5801
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only 1 key
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This now works when selection does not include armature or any descendant of armature.
For other cases, all bones are still exported
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(removing NaN for example)
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Check is done after sampling: if animated is constant and bone has no fcurve, we remove the channel
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WARNING: if you use more than one texture, where pbr standard requires only one,
only one texture will be used.
This can lead to unexpected results
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account
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