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[WIP] Create gltf exporter

Ernest Lee requested to merge github/fork/fire/scene_export_native_gltf into master

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)

Special Thanks

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