scurest

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It does not require a custom cache. It will also not cause a cache miss: if there are non-skinning vgroups, this branch _always_ exports them, so since the vgroups are...

> Anyway, now that vertex groups are stored on mesh, no more on object, all this code needs (probably) to be refactored. Oh, that's right. `vertex_groups = None` is always...

See #1270. The skeleton field does nothing. You can ignore it. If you want you can treat it as a hint. > does the spec not guarantee that the order...

I believe the file is invalid, but I filed an [issue](https://github.com/KhronosGroup/glTF-Validator/issues/182) for the fact the validator doesn't flag it, so we'll see.

~~Okay, so since there are multiple ways to read the spec, this should probably be fixed anyway. There's some other issues with morph targets now that I look. I can...

Here's the patch I wrote. It allows mixing in prims without targets, and also mixing prims that do and do not morph POSITION in the same target. Patch ```diff diff...

They just do it the same way they import everything else ````py class glTF2ExportUserExtension: def __init__(self): import io_scene_gltf2 self.Extension = io_scene_gltf2.io.com.gltf2_io_extensions.Extension self.EmptyDict = io_scene_gltf2.io.com.gltf2_io.EmptyDict def gather_material_hook(self, material, blender_material, export_settings): if...

Try this branch: https://github.com/scurest/glTF-Blender-IO/tree/sparse-morph

In order to use a sparse accessor, most of the accessor items must be zero. For morph positions, that means most of the vertices in the shapekey need to be...

It works with Software mode for me. The shop has lots of difference between Software/OpenGL. ![EO3 Shop Soft/OpenGL Comparison](https://user-images.githubusercontent.com/11024420/139721880-0c78126b-bbf0-4b36-a619-c2f4ae5e432e.gif) Notice that the dark blue bars between the shop items are...