I will made the requested changes.
I open an issue upstream to handle it: https://github.com/KhronosGroup/glTF-Blender-IO/issues/733
Sat, Oct 12
Thu, Oct 10
Right, it's not using it for now.
I need to have a look on node_shader_utils.py because I was not really aware it exists.
Note that glTF needs to be updated too
Wed, Oct 9
Tue, Oct 8
Thu, Oct 3
Wed, Oct 2
Tue, Oct 1
Can't reproduce here
Fri, Sep 27
Thu, Sep 26
Wed, Sep 25
Please provide a simple fbx file that will show the issue
Sun, Sep 22
Fri, Sep 20
glTF stores rotation using Quaternion
A workaround for now can be to use "always sampled animation". But this has another bug already known about not assigned vertices to bones (this is allowed in blender, but not in glTF). You can workaround it by creating a root bone, and assigned all non assigned vertices to this bone. See https://github.com/KhronosGroup/glTF-Blender-IO/issues/308
Wed, Sep 18
Tue, Sep 17
Sep 13 2019
I have a workaround: using image.reload() after loading
Sep 11 2019
This is a known limitation of Blender (not part of the exporter): You can't apply modifier on mesh with shapekeys (even manually).
This is the current behaviour for FBX export too.
Closing this ticket as this is a duplicate of an issue already open in upstream repository.
Sep 10 2019
Your armature object has not default rotation / scale. It's always a bad idea in Blender
Seems applying rotation/scale before exporting solved (at least partially) the problem.
I received the file.
Discussion will continue on upstream repository: https://github.com/KhronosGroup/glTF-Blender-IO/issues/667
Sep 9 2019
You can send me a link to download you blend file via email (contact<AROBASE><FIRSTNAME><NAME><DOTCOM>) or via twitter (@julienduroure) if you prefer
Probably more a feature request than a bug, because this is the global behaviour of blender to work like that. Closing this, not really linked to glTF specifically.
This needs to be discussed with other developers if some workaround are possible or not.
Sep 7 2019
Seems to be a limitation of Blender. Same way you can't apply a modifier when there are some shapekeys, you can't export it this way.
(Note: this is also the behaviour of fbx export).
Sep 6 2019
Sep 5 2019
@Omar Emara (OmarSquircleArt) : the wrapper is used for importing/exporting formats that support material setups (currently used for FBX, OBJ, 3DS)
Sep 4 2019
Aug 31 2019
Aug 29 2019
Aug 25 2019
I committed the proposed fix.
If more speed is needed, we will have to check in API if something is possible
Aug 24 2019
Aug 23 2019
Note : I created an issue on the upstream repository : https://github.com/KhronosGroup/glTF-Blender-IO/issues/626
Note: glTF import / export addon development is here : https://github.com/KhronosGroup/glTF-Blender-IO
There are already some tests automatically done at every commit on github by circle CI
Aug 13 2019
Regarding collection issue ;
I cannot reproduce with lastest build. Can you please test with last build from https://builder.blender.org/download/
Aug 11 2019
More than a week without any answer from user, so closing this ticket. Don't hesitate to reply if you want.
Aug 9 2019
Aug 7 2019
Aug 5 2019
Aug 4 2019
Aug 3 2019
This is now fixed after commit 2c08beb9690c
Jul 31 2019
Please provide a .blend file to reproduce the issue
Jul 5 2019
@Philipp Oeser (lichtwerk) Thanks for the link, I definitively have a deeper look into it