hybridherbst
hybridherbst
It's possible with this PR which will be merged in 1-2 weeks unless there's concerns: - https://github.com/KhronosGroup/UnityGLTF/pull/644 Would be great if you test that out.
Can you please test from this fork which will be merged back here soon: https://github.com/KhronosGroup/UnityGLTF/issues/641#issuecomment-1092640475
To chime in here regarding the file - everything with two keyframes is there because the "animation pose" is different to the "non-animated pose" for this model. The rest pose...
For reference, UnityGltf allows customization in a couple ways: - decide to include/exclude by GameObject active state - decide to include/exclude based on layers, auto-set layers by "main camera visibility"...
You're right that the image on the right side is from the asset importer. That being said, and understanding that it would be a performance implication to do "proper" normal...
Have another idea for the normals: instead of running calculations on vertex positions (vec3), run them on a full mat4x4, so the result keeps rotational information. The result after going...
Thanks for linking! Just to confirm that I get this right – the Oculus Browser on Quest applies custom offsets so that the controller models actually line up with the...
Thanks for that link. It doesn't necessarily explain why the models are backwards in the GLTF format (contrary to what would be forward in that format) - it could also...
I found a workaround for that specific case: ``` MyNodeView #input .Port_String { --port-color: #FFFF80; } MyNodeView #output .Port_String { --port-color: #FF0080; } ``` The question still stands if it's...
Yes, that's how I found the workaround :) Thanks for pointing me to the fact that parameter names also show up as classes, that's cool. I guess the question still...