- Toulouse, France
- https://julienduroure.com
- Joined on
2010-10-18
Hello, Closing this ticket, as this works as designed. We are now exporting VC only when used in the shader node groups, avoiding exporting COLOR_0 that should always be a multiplier of base…
Sure, having a PyAPI for copy driver from the other one ticket will help having the operator from this one!
Hello,
Good news! Seems the problem is on UE side, that doesn't manage sparse accessor correctly!
Hello, thanks :)
Let me know when this PR is ready. The better workflow is to create a diff / patch or directly a PR upstream, here: https://github.com/KhronosGroup/glTF-Blender-IO
Hello, Unfortunately, the log does not provide any useful information. I just checked that everything import correctly in Godot 4.2.1 too:
![image](/attachments/11d23aca-8781-4dbc-af96-7d5986e…
Any news on that? What is the wanted behavior about any external shared libraries that are compiled by Blender core. How to manage them when publishing bpy as a py module?
Hello, The generated glb file:
- Does not show any error in glTF validator
- Can display shapeKeys on following online viewer:
Hello, You report does not contain minimal information to be able to reproduce the issue. Please provide a minimal .blend file that show the issue
Hello @lionheart001
Please do not mix multiple subject into a single ticket. Can you please create a new ticket here: https://github.com/KhronosGroup/glTF-Blender-IO if you issue is about…
Even if scurest comment is true, we also need to fix the log line, as we need to concatenate, not using comma
export_settings['log'].error("Extension hook", hook_name, "fails on", extension) …