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Backport gltf2 module from master (updated draft) #49051
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@lyuma The documentation needs to be updated. |
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.
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.
Superseded by #49120. |
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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.