Age | Commit message (Collapse) | Author |
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to bone
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nondef -> def)
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selection only
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This can lead to wrong animation in some case.
Better to have good animation by default, even if bigger
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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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This is now more than a year old. Removing the back compatibility. Use can of course set again the value in UI at export
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This allows user to use no indent in json, for example
Here is an example of hook:
```
def gather_gltf_encoded_hook(self, gltf_format, sort_order, export_settings):
gltf_format.indent = None
gltf_format.separators = (',', ':')
```
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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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This menu (in Add > Output) will be displayed only if activated in addon preferences.
The node is sed for AO export. This is a shortcut, avoiding user to create it him/herself
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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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