DoctorPresto
DoctorPresto
> people can just edit the file in resources. I'm not sure this would be a very user friendly approach. Seems like ideal state would be to just click a...
I think it should be the same amount of work :D
added in my fork, will be in next major release
This is not a blender issue, vehicle anims are additives and there is a math issue on the Wolvenkit side at the moment. Other additive animations lead to much worse...
Yeah, absolutely :D If you watch the Wolvenkit log as you're exporting, it'll tell you if the anims you're wanting to edit are additives, if they are, you won't be...
The problem with this would be when editing anything with the character morphtargets. There's too many of them to include explicit checks by name and so what you're suggesting would...
That's an option to consider for sure. There's some other things in the works that will require more extensive tagging/identification of what's being imported anyways so I'm sure I can...
@manavortex looks like we can tag shapekeys with a custom property on import, something like is imported. On export if shapekeys are found, we can check for this property and...
This is almost what the armature target switch does, but it requires a source and target specified and currently only changes the target of the armature modifier. Could easily change...
Pretty sure I can store the weights from the netrunner suit in an array and apply them, I'll take a look at this later this week and ping you for...