Julien Duroure
Julien Duroure
yeah, good point. Currently, we manage animation in 3 times : * 1 - first looping on animation data, to check what animation when need to keep (active action, NLA,...
Here is a mokup: https://github.com/KhronosGroup/glTF-Blender-IO/tree/tracks
That's a way we need to investigate more, looks promising. I can see some problems/questions that need to be solved/investigated if using track system instead of action one: * Need...
Instancing via linked duplicates is already implemented when nodes share same mesh data. If you think this is not working for some cases, please attach a glb or gltf file...
Note this is not only animation error. Still rotation are also false: ![image](https://user-images.githubusercontent.com/1696020/83805729-b20ef100-a6b0-11ea-933c-f81c8d88ebb2.png) Probably a missing _matrix_parent_inverse_ multiplication somewhere
glTF specification is based on PBR materials, aka Principled BSDF. For any other workflow, we unfortunately can't manage every single case. I think the best way to go is use...
Here is what happen: - Open your file - In Dopesheet, change the opened action (idle.loop) to landing - In Dopesheet, go back to idle.loop - You can see that...
As explained in my comment, this is not a bug, but a misunderstand how Blender works. Please provide your blend file if you want me to check what happen in...
Hello, Yes, I can confirm that this is exactly the same behaviour than the original report. There is no bug in export here. When you switch from multiple action in...
Discussion about how to manage will place in #1047