Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Backport gltf2 module from master (updated draft) #49051

Closed
wants to merge 13 commits into from

Conversation

lyuma
Copy link
Contributor

@lyuma lyuma commented May 25, 2021

Updated version of #46783 by @fire

Optimistically includes a backport of the unreviewed PR #48915 as I needed this bugfix to test my content. It's the last commit in the chain and can be ignored if necessary.

Note that GLTF Export crashes when given complicated skinned meshes. This crash is also present in Master. I will need some additional help from fire to resolve export-related bugs.

@fire
Copy link
Member

fire commented May 25, 2021

@lyuma The documentation needs to be updated.

image

fire and others added 11 commits May 26, 2021 10:23
Keyframe times shift slowly in imported animations, starting with a zero shift
at the beginning and increasing and becoming erratic slowly farther into an
animation, reaching significant levels at times after about 3 minutes into an
animation. This commit fixes the issue by increasing the precision of the
floating point numbers used for keyframe time calculations. Only the most
significant cases that cause fast accumulation of errors over a short animation
duration are fixed. Other cases that would have a marginal benefit from
switching to double precision numbers are left for another PR/further analysis.
Note that this change has no impact on the runtime performance of games/apps
created using Godot. It only affects the GLTF importer.

Fixes godotengine#47127.

(cherry picked from commit 6770a94)
Co-authored-by: Lcbx <luc.courbariaux@gmail.com>
Includes "Relaxes Node naming constraints in glTF documents to match the Editor."
Move to a more graceful degradation 3d asset import model.
lyuma added 2 commits May 26, 2021 13:59
Fix issue when two skeletons end up directly parented.
Prevent animating TRS for skinned Mesh node.
Fix animating weights on meshes with targets but no weights.
@akien-mga
Copy link
Member

Superseded by #49120.

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Projects
None yet
Development

Successfully merging this pull request may close these issues.

6 participants