Rob Taglang
Rob Taglang
I think that it would; there has been some demand for a dedicated C++ glTF library. It would need a different name though, since KhronosGroup/glTF already exists and is the...
> But why doesn't the Collada2glTF exporter uses any of these standalone glTF serialisation libraries? I guess these evolved independently? That is correct. Taking a quick look at those libs...
> but is it worth promoting and maintaining the COLLADA2GLTF writer on its own as a separate project And @pjcozzi, just to be clear, I'm not trying to trivialize the...
> Microsoft.glTF.CPP could still be worth a look as I don't think there is anything preventing you from using it in an open-source project Licensing-wise maybe not, but their NuGet...
Also name idea: OpenGLTF, as in OpenCOLLADA.
> Unfortunately it now has to use COLLADA2GLTF as an external project, so that feels very wrong, and results in long initial build times. I don't know exactly what you're...
@Ziriax, I left a comment on the [Maya2glTF pull request](https://github.com/WonderMediaProductions/Maya2glTF/pull/37#pullrequestreview-148111189) that should help speed up your build
Hi @tfili > I've tried using PBR and Materials Common and both have issues. I end up with missing textures on Cesium Man and incorrect fully transparent materials in the...
> Multiple skeletons on the instances controller instead of a single skeleton It's probably this, right now we only write the first skeleton since glTF can't have more than one...
I think typically best practice is to make things const wherever they can be. I was more focused on getting the 2.0 converter done than making a perfect API, but...