K. S. Ernest (iFire) Lee

Results 1267 comments of K. S. Ernest (iFire) Lee
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For example: https://github.com/WonderMediaProductions/COLLADA2GLTF/blob/Maya2glTF/GLTF/src/GLTFAsset.cpp#L1071 ``` if (baseColorTexture != NULL && baseColorTexture->texture->id < 0) { baseColorTexture->texture->id = textures.size(); textures.push_back(baseColorTexture->texture); } ``` baseColorTexture->texture->id dereferences the nullptr

That makes sense. Yes, avoiding images that are missing in maya2gltf is a high priority bug, upstreaming collada2gltf is less urgent.

Ping. Probably still relevant.

Converting Nan to null seems to be what other json encoders do. Null is not 0.

I know how to do this, but I think we should first migrate to the official version of collada2gltf.

In theory, we should attempt to publish a build every possible commit and on tags.

Dev kit locations: Maya 2019 Update 2 * https://autodesk-adn-transfer.s3-us-west-2.amazonaws.com/ADN+Extranet/M%26E/Maya/devkit+2019/Autodesk_Maya_2019_2_Update_DEVKIT_Windows.zip * https://autodesk-adn-transfer.s3-us-west-2.amazonaws.com/ADN+Extranet/M%26E/Maya/devkit+2019/Autodesk_Maya_2019_2_Update_DEVKIT_Mac.dmg * https://autodesk-adn-transfer.s3-us-west-2.amazonaws.com/ADN+Extranet/M%26E/Maya/devkit+2019/Autodesk_Maya_2019_2_Update_DEVKIT_Linux.tgz Maya 2018 Update 6 * https://s3-us-west-2.amazonaws.com/autodesk-adn-transfer/ADN+Extranet/M%26E/Maya/devkit+2018/Autodesk_Maya_2018_6_Update_DEVKIT_Windows.zip * https://s3-us-west-2.amazonaws.com/autodesk-adn-transfer/ADN+Extranet/M%26E/Maya/devkit+2018/Autodesk_Maya_2018_6_Update_DEVKIT_Mac.dmg * https://s3-us-west-2.amazonaws.com/autodesk-adn-transfer/ADN+Extranet/M%26E/Maya/devkit+2018/Autodesk_Maya_2018_6_Update_DEVKIT_Linux.tgz

@Ziriax Can we make a release soon? I have an incoming PR, but it'll be less confusing to others when master is synced with develop.

Do you need to make mac builds?

Hi, I wandered and saw your post. As someone who has spent significant hours on this problem. It's easiest to convert to gltf2 and render the animations that way. See...