[WIP] Create gltf exporter
Reopened due to accidental branch deletion.
Need some CICD.
Alternative to https://github.com/godotengine/godot/pull/32218 that directly uses Godot's importer to write an exporter.
Features:
Export the scene to glTF2.
Updated 2020-01-25
Todo:
- Blend shape animations are broken
- Integrate new 4.0 apis
- Robust compatibility with blender
- Add lights
- Fix blend shapes being exported incorrectly
- Move from the the tools menu to an export menu. Use this new plugin interface to add an "export gltfs" option.
Done:
- Fix alpha scissors
- Support KHR_texture_transform https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_texture_transform
- Remove duplicate AnimationPlayer node
- Remove duplicate Skeleton node
- Ignored UV Scaling [Not part of the core gltf2 spec] https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_texture_transform
- Bone attachments Updated 2020-01-01 New Years!
- Support GLB binary gltf exports
- Support editor created animation properties
- Remove extra node on roundtrip.
- Meshes
- CSG
- Gridmap
- Materials
- Bone weights
- Bones
- Blendshapes
- The root node is put under the new root node.
- Cameras
- Debugged skins and animation skeletons
- More debugging of meshes
- Material caching
- Use node index instead of bone names to do child parent relationships
- Support all meshes instead of just array meshes
- Debugged crash with Gridmaps
- Removed extra node under skeleton for the skeleton
- Bone animations
- Blend shape animations (2019-12-05)
- Camera crashes (2019-12-06)