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Lol, no blog post. It was quite simple, various models were imported and parts on these models needed to be rotated over a number of frames, this constituted an
by appstorelottery 3y ago
Lol, no blog post. It was quite simple, various models were imported and parts on these models needed to be rotated over a number of frames, this constituted an animation which was then saved in GLTF format. There were 1000 animations with different rotation end points for a large number of models. The program was very simple to achieve the output and took me only a few hours to (a) understand how to do it in Godot and (b) write the code, which was remarkable to me. I'd tried for perhaps a day or two searching for solutions in ThreeJS - found bugs in the GLTF exporter, posted to the DRI, back and forth etc. Godot just worked.
- firtoz 3y agoThanks for sharing!
- johnnyanmac 3y agointeresting. So in this case did you output your scene as a single gltf file, or were the assets split out individually? Or does this distinction not matter much for gltf to begin with? gltf sounds like a very interesting file format for games, but so much of popular modeling formats veer towards singular assets and leaving scene management to the engine. It'd be a dream if I could have a seemless two-way workflow throwing my blender scenes into an engine and vice versa, each tool able to mutate the scene file as needed.
- appstorelottery 3y agoGLTF is a very interesting format, it's a single file that can contain mesh, texture and animation data. In the case I wrote about single assets were created for each case, but it also could have been done combining all assets in a single file. The problem with GLTF (at least a few months ago) is that many importers or exporters in various libraries that roll their own aren't 100% compliant to the standard. Thankfully the Chronos group has a validator - and I've been vocal in reporting bugs to the various vendors in our art-pipeline toolchain (nearly all of them had various edge cases where they weren't 100% standards compliant). We were a case where we were using a lot of the functionality GLTF provides. Blender has good GLTF support and was a part of our pipeline as well - automated renders etc.