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Implement Animation Blend Shape Tracks #53865

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merged 1 commit into from
Oct 16, 2021

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reduz
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@reduz reduz commented Oct 15, 2021

  • New track type BLEND_SHAPE
  • Blend shapes are imported via this new track type
  • Processing is more optimized (no longer relies on variants)
  • Modified the Blend Shape API in MeshInstance3D to use indices rather than StringNames (more optimizes)
  • Promo: Fixed a small bug in gizmo updating in Node3D that affected performance

Dedicated BlendShape tracks are required for both optimization and eventually implementing them in animation compression.

@reduz reduz requested review from a team as code owners October 15, 2021 22:13
@reduz reduz force-pushed the implement-blend-shape-tracks branch from a5dcc44 to a703df2 Compare October 15, 2021 22:28
@reduz reduz requested a review from a team as a code owner October 15, 2021 22:28
@reduz reduz force-pushed the implement-blend-shape-tracks branch from a703df2 to 913b37f Compare October 15, 2021 22:29
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fire commented Oct 15, 2021

@Calinou Calinou added this to the 4.0 milestone Oct 15, 2021
@Calinou Calinou mentioned this pull request Oct 15, 2021
@reduz reduz force-pushed the implement-blend-shape-tracks branch 2 times, most recently from 5894766 to 92989ba Compare October 16, 2021 01:33
editor/animation_track_editor.cpp Show resolved Hide resolved
<method name="get_active_material" qualifiers="const">
<return type="Material" />
<argument index="0" name="surface" type="int" />
<description>
Returns the [Material] that will be used by the [Mesh] when drawing. This can return the [member GeometryInstance3D.material_override], the surface override [Material] defined in this [MeshInstance3D], or the surface [Material] defined in the [Mesh]. For example, if [member GeometryInstance3D.material_override] is used, all surfaces will return the override material.
</description>
</method>
<method name="get_blend_shape_count" qualifiers="const">
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set_blend_shape_name() would match set bone name.

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reduz commented Oct 16, 2021

@fire It does not seem to work, but it seems like this is a problem of the importer, not so much a problem of the code I added.

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fire commented Oct 16, 2021

diff.txt

Other diffs.

* New track type BLEND_SHAPE
* Blend shapes are imported via this new track type
* Processing is more optimized (no longer relies on variants)
* Modified the Blend Shape API in MeshInstance3D to use indices rather than StringNames (more optimizes)
* Promo: Fixed a small bug in gizmo updating in Node3D that affected performance

Dedicated BlendShape tracks are required for both optimization and eventually implementing them in animation compression.
@reduz reduz force-pushed the implement-blend-shape-tracks branch from 92989ba to ae1c016 Compare October 16, 2021 11:36
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reduz commented Oct 16, 2021

@fire Pushed changes, please try the PR again.

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Tiger sample's blend shape plays. The gltf2 morph target sample plays blends too.

@akien-mga akien-mga merged commit a4e1a07 into godotengine:master Oct 16, 2021
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Thanks!

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4 participants