Andreas Atteneder

Results 224 comments of Andreas Atteneder

I'm investigating all options at the moment and gather early feedback to make sure the best solution wins.

Hi @FreakTheMighty, that's a very good point. The development setup I personally use is not super easy to setup, but is probably worth using if you intend to do more...

> Does this apply to animation? I am looking into streaming GLTF animations so that the first frame or two can be previewed before the full animation. Is this feasible?...

@ROBYER1 Thanks for your input. fwiw: You can already compress animation today via [EXT_meshopt_compression](https://github.com/KhronosGroup/glTF/blob/main/extensions/2.0/Vendor/EXT_meshopt_compression/README.md)

@ItsCubeTime Thanks for the feedback. Would the solution the FBX importer offers (extract materials and on-demand re-mapping) suffice for your needs?

@ItsCubeTime I see. Imho Blender's numbering is not adequate to replace regular versioning (GIT like). Even if it was, that should be a thing the AssetDatabase should take care of,...

@drjaydenm Yes. I'd also include the Extract Textures/Materials buttons from above.

Hi @bitinn , Thanks for this detailed report. Much appreciated! > * `Nature/*` class shaders are special and require reading from a different set of texture ids, currently glTFast ignore...

I've done some initial research. It looks like there's a bug in Unity's hierarchy transform system that breaks shading for objects with a small scale value. I've filed an [issue](https://fogbugz.unity3d.com/default.asp?1388866_109bh9ne0893lsvj)...

So it turned out that this is indeed a [Unity issue](https://issuetracker.unity3d.com/issues/objects-get-rendered-black-slash-dark-color-when-their-scale-is-ridiculously-small) and that it is by-design (so it won't get fixed). I can think of workarounds (like re-scaling vertices), but...