Recursively adds child nodes into each skeleton. This should prevent nested skeletons and avoid bone attachments for leaf bones. In cases where a skinned mesh has children, creates two scene nodes with the same name, which both will represent this single gltf node. Because blend shape animations must target the mesh, adds a separate mapping for ImporterMeshInstance3D node references. This change will break existing imported scenes with bone attachments and more than one skeleton. Co-authored-by: K. S. Ernest (iFire) Lee <ernest.lee@chibifire.com> |
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|---|---|---|
| .. | ||
| doc_classes | ||
| editor | ||
| extensions | ||
| structures | ||
| config.py | ||
| gltf_defines.h | ||
| gltf_document.cpp | ||
| gltf_document.h | ||
| gltf_state.cpp | ||
| gltf_state.h | ||
| gltf_template_convert.h | ||
| README.md | ||
| register_types.cpp | ||
| register_types.h | ||
| SCsub | ||
Godot GLTF import and export module
In a nutshell, the GLTF module works like this:
- The
structures/folder contains GLTF structures, the small pieces that make up a GLTF file, represented as C++ classes. - The
extensions/folder contains GLTF extensions, which are optional features that build on top of the base GLTF spec. GLTFStateholds collections of structures and extensions.GLTFDocumentoperates on GLTFState and its elements.- The
editor/folder uses GLTFDocument to import and export 3D models.