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

[3.x] gltf export: Fix export of skeletons, skins and blend shapes #53448

Merged
merged 1 commit into from
Oct 6, 2021

Conversation

lyuma
Copy link
Contributor

@lyuma lyuma commented Oct 5, 2021

Backport #53114 to 3.4

Create GLTFSkeleton at the same time we create GLTFNode objects.
Create GLTFSkin at the same time we export MeshInstance3D
Fixes export of blend shape arrays for meshes with multiple surfaces.
Fixes array indexing issues in export of glTF morph target animations.

Converts BoneAttachment3D nodes during normal node creation: this avoids
special cases during mesh export, and especially exporting skeletons or meshes
which are children of BoneAttachment3D.

Co-authored-by: K. S. Ernest (iFire) Lee [email protected]

@lyuma lyuma requested a review from a team as a code owner October 5, 2021 21:09
…d shapes."

Create GLTFSkeleton at the same time we create GLTFNode objects.
Create GLTFSkin at the same time we export MeshInstance3D
Fixes export of blend shape arrays for meshes with multiple surfaces.
Fixes array indexing issues in export of glTF morph target animations.

Converts BoneAttachment3D nodes during normal node creation: this avoids
special cases during mesh export, and especially exporting skeletons or meshes
which are children of BoneAttachment3D.

Co-authored-by: K. S. Ernest (iFire) Lee <[email protected]>
@fire
Copy link
Member

fire commented Oct 5, 2021

I'll request feedback from @MrJoshBowman who had a related bug.

Maybe fix for #51132.

@lyuma
Copy link
Contributor Author

lyuma commented Oct 5, 2021

This does not fix #51132. The generated files are still not valid in Windows 3D Viewer.

One problem still unaddressed is that the end of of the binary chunk in a GLB file is not aligned. It is unclear if this is the problem, but the spec does require 4-byte alignment for both start and end.

@akien-mga akien-mga merged commit 0a1cd0c into godotengine:3.x Oct 6, 2021
@akien-mga
Copy link
Member

Thanks!

@akien-mga akien-mga changed the title Backport to 3.x "gltf export: Fix export of skeletons, skins and blend shapes" [3.x] gltf export: Fix export of skeletons, skins and blend shapes Oct 6, 2021
@MJacred MJacred mentioned this pull request Jul 20, 2022
39 tasks
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.

4 participants