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…
Can confirm that with latest nightly, import san-miguel-low-poly-portraits.obj -> export glTF works again. So #120159 has fixed the original issue.
Note that this was actually noticed in 4.0,…
How Blender arrives at 6 vt lines I'm not sure. There is some partial optimisation there
It's deduping the UVs at full precision but printing them at a lower precision. There are exactly six…
@aras_p Yes, you can demonstrate this without either glTF or OBJ. For example, open this file (from [this Q](https://blender.stackexchange.com/questions/31…
The OBJ import was not valid in 3.6.
Again, the fact that the import->export worked in 3.6 despite the import also being invalid, and the fact that the glTF exporter itself calls validate on…
The fact that the OBJ import -> glTF export does not work is a regression. It worked in 3.6.
The error occurs in an external addon not maintained by Blender. You should report it to the addon maintainers.
I assume [this](https://github.com/ronh991/glTF-Blender-IO-MSFS/blob/64f20c428c221…
Note that the glTF exporter already calls validate on every object it exports.
They're not the same, but okay.
The OBJ importer does not validate meshes by default (presumably because not doing so is faster) but you can turn it on with the "Validate Meshes" option.
Use a Track To constraint.
Also please don't file feature requests on the bug tracker, see https://devel…