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glTF 1.1/2.0 support #65
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Are there any cleaning tasks you had in mind? I think starting a list of tasks for supporting glTF 2.0 would be a good idea, and has been on my personal todo list for a while. We could probably organize those tasks under a milestone. |
There are a couple things I'd like to do. Some of this will depend on if you plan to update BRTE for glTF 2.0 or not.
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Also, we should double down on the BLENDER_physics extension. Being able to define things like a collision mesh will be useful for me. |
The two sets of defaults are there for a reason. One acts as defaults for the addon, while the other acts as defaults for the module. This allows us to provide reasonable defaults to different users of the converter. I agree that it can be a bit tedious, but I feel the separation is worth it. We could look into having the addon defaults start with the module defaults, and only define differences. I do not see any of these tasks as blocking glTF 2.0 development. Instead, I think it is best to focus on a solid 1.0 release for blendergltf and defining tasks for supporting glTF 2.0. That being said, I do appreciate this feedback and will be looking for opportunities to address these issues as they line up with other tasks (such as cleaning up the UI and documentation). I will also begin organizing them into their own tasks. |
I admit number 1 does break the API, but that's what tags are for. Release the current master as v0.9.0 or something, then after we clean everything up, release v1.0. We don't have to choose with git :) I'm okay with leaving those options and defaults in place, as long as it was done on purpose. It seemed like they were left over from some previous iteration. |
A few more cleanup suggestions:
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By the way, we have already released a 0.9.0. The tag was created shortly after animations were added. I'll think about changing the interface for 1.0, but I think it works for now and is not really getting in the way. |
What other differences are there between the current supported version and matching the 2.0 spec? |
Plenty of spec changes: KhronosGroup/glTF#605 I'd say the most challenging changes for this project are 1) the use of top-level arrays instead of top-level objects, because we don't have a unified lookup system yet, and 2) the new PBR material system, since Blender doesn't have anything similar enough to a PBR model to map the inputs. |
@Kupoman @Moguri would you guys object if I started working on a 2.0 branch for this repo? I don't think I can create branches via PR, so if you wanna create an empty branch I'd appreciate it. Alternatively, I could open a PR with the incremental progress and you don't merge it? This is the repo linked in the RFQ, so for discoverability's sake it needs to be here. |
@stevenvergenz common workflow is for you to fork the repo and create a 2.0 branch on your repo then create a PR against |
@kevzettler That is generally the case, yes, and that's how my PRs typically come in. However, because we want to preserve glTF 1.0 capability alongside 2.0, I don't want to open a PR against master, and think it would be cleaner to open the PR against a branch created specifically for 2.0. |
With commit df173b9 we now have some initial glTF 2.0 support. It still needs some work, but we can open up issues for specific items. |
Khronos has issued a Request For Quotes for upgrading this addon for glTF 2.0 support. It sounds like the glTF 2.0 spec is close to completion, so we should look at getting the codebase cleaned up for whoever they bring on to do the support.
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