K. S. Ernest (iFire) Lee
K. S. Ernest (iFire) Lee
I did some thinking. ```c++ void Skeleton3D::set_bone_global_pose_override(int p_bone, const Transform3D &p_pose, real_t p_amount, bool p_persistent) { const int bone_size = bones.size(); ERR_FAIL_INDEX(p_bone, bone_size); bones.write[p_bone].global_pose_override_amount = p_amount; bones.write[p_bone].global_pose_override = p_pose; bones.write[p_bone].global_pose_override_reset...
> would be nice if we could open this up as a discussion on godot itself I'm worried it's too late in the 4.2 dev cycle to make a risky...
[ANIM_fire_floof_dance_01.zip](https://github.com/V-Sekai/godot-vrm/files/12774999/ANIM_fire_floof_dance_01.zip) Example animation
[vrma-translation-gpt4.md](https://github.com/V-Sekai/godot-vrm/files/12779740/vrma-translation-gpt4.md) Translation
The vrm blender addon can import or export VRMA. https://vrm-addon-for-blender.info/en/
This is intended to support the same vrm in both pc and mobile (like Meta quest). there is a pr for basisu. Linking in the next message.
I have to go for GDC opening today, so will review as soon as possible.
This issue doesn't happen later Godot Engine releases.
Appears to be rotated
I use ninja with cmake and mingw-llvm. It worked for https://github.com/MarkGillespie/intrinsic-triangulations-demo