scurest
scurest
As I've already said, BLEND does not mean "render in a second pass and disable depth".
It literally says nothing about if the depth test should pass on equality.
I don't really have a problem with importing BLEND as BLENDED btw. And the cloud example will export as BLEND regardless of surface_render_method.
Current status: * There is [a PR for Blender](https://projects.blender.org/blender/blender/pulls/122297) that will redirect `blend_method` to `surface_render_method` in the Python API. This means glTF OPAQUE and MASK will import as Blender DITHERED...
>For backwards compatibility reasons, the glTF exporter will need to recognize a > node and export it as MASK. ```diff diff --git a/addons/io_scene_gltf2/blender/exp/material/gltf2_blender_search_node_tree.py b/addons/io_scene_gltf2/blender/exp/material/gltf2_blender_search_node_tree.py index b33fa544..2960ca58 100644 --- a/addons/io_scene_gltf2/blender/exp/material/gltf2_blender_search_node_tree.py +++...
The blend_method code can be replaced.
Looks fine.
The fract is incorrect.
All animations play at 60fps. If there is something in the file to tell how fast an animation should play, I don't know where it is.
Labeling the graph like this  You can convert glTF to this form with (notation is from [Appendix C](https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#appendix-c-spline-interpolation)) W0 = (tk, **v**k) W1 = ((2/3) tk + (1/3) tk+1,...