This is similar to #91205. The FBX exporter has pathological performance for large numbers of objects/actions/frames, at least when using the "All Actions" options.
Can this be closed? The bug in validate() is fixed, and the OBJ importer also now validates by default.
The current API should become the safe one.
This is not a bug. The rotation is correct. It corrects for the differing convention between Blender and glTF in which axis the camera points along.
You can open the glTF in a viewer like…
Even official addons continue to cut themselves on this, cf #124261.
This is similar to #105141.
The exporter is confused by the texture<->alpha link in the "potted_plant_02_leaves" material. It's not smart enough to realize that link is doing nothing since…
Since it works in both Blender and ZBrush, it doesn't seem to be a bug in Blender.
If I open that obj in ZBrush and export it as obj again: then Substance Painter understands the high poly…
Should this be working in the latest 4.2 Alpha (2ddc936c)? I tried a setup like this, saved in 3.6, and when I opened it in 4.2 there was no conversion.
![pic.png](/attachments/04eaf48d-8dda-496…
I don't really think duplicated names in an obj is expected
It's unavoidable if there are eg. usemtls. You can sort by g or by usemtl, but one of them will have to be duplicated.
The intention of the calculation is obviously to scale down by the first power of ten that makes it fit in the box. That is, (a) it only scales down or not at all, never up (scale <= 1), and (b)…
@1D_Inc For reference, what programs implement that method of specifying point clouds?
Pointcloud/Loose vertices in OBJ format are written as vertices that are listed but unused in mesh data
I believe the correct way to represent this is actually not to leave them unreferenced…
Filament not treating those strings the same should be reported to them. I've reported it for you here.
Blender's glTF exporter can write the…
That's not a bug. Those are the same thing, just escaped.
>>> import json
>>> json.loads('{"name":"\u4f60\u597d"}')
{'name': '你好'}
Changing it is just a matter of passing…
Cf #106428
The contents of that file are
# Blender 4.1.0
# www.blender.org
mtllib sphere.mtl
So there really is nothing inside it.
Okay, but literally all of Blender works this way, from every single color math node, to color pickers, to vertex painting...
Isn't this because the math is being done in a linear-light space? Unlike perceptual color spaces like sRGB where intensity is linear with perceived intensity, linear-light spaces have intensity…
According to https://gltf.report/, that GLB does in fact have 2M verts
If you tick the "Merge Vertices" option when you…