- User Since
- Oct 18 2010, 10:02 AM (488 w, 2 d)
Well, if mesh instance is destroyed by calling ops.render.render(), we will have to refactorize the code to render first, and evaluate after (The complete code is of course not simplier than this example: this is for glTF export).
Is there any problem to evaluate it twice? (performance, memory usage?)
Mon, Feb 24
@Bastien Montagne (mont29) What looks wrong to me is that the local matrix should not depend on parent values. Local matrix is wrong, there no 1.0 in [4,4], it's not a valid transformation matrix. World matrix is OK.
ob.scale is OK with [1.0, 1.0, 1.0]
I unsubscribed, wrong Julien poke ;-)
Sun, Feb 23
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Your bug report is about importing .obj or .glb issue, but your provided files are .blend
Please provide the .obj or .glb you can't import, this is the only way for devs to reproduce the issue. (Or update your bug description if the problem is not about importing)
Thu, Feb 13
Thanks for your suggestions!
Tue, Feb 11
This is a limitation of the Blender API, we can't apply modifier and get the shapekeys preserved.
This is written in tooltip of the "Apply Modifier" option :
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Jan 26 2020
Jan 24 2020
This fix is now merge from upstream (here: 71ac0b888beb), so don't need to keep this ticket open
Note that even we can't fix in a short term any dependency graph rebuilding performance, glTF addon still continue to improve performance on directly addon related code.
See, for example, committed yesterday: https://github.com/KhronosGroup/glTF-Blender-IO/commit/72bee9a11bafa8aaad0d289d99214fc84cf642fa
Jan 23 2020
Jan 22 2020
Changing ticket to ToDo, as this is not implemented yet
I confirm that the long time comes from dependency graph rebuilding each time an object is added.
Based on the tracker curfew policy, this is not a bug. Solving performance will need either refactoring of the addon (not sure there is something we can do at addon level), or at blender core level.
Can you please open a PR in the upstream project: https://github.com/KhronosGroup/glTF-Blender-IO ?
Jan 19 2020
Jan 17 2020
This code is not part of Blender, please open a bug report directly on addon issue tracker: https://github.com/godotengine/godot-blender-exporter/
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Nov 26 2019
glTF specification is based on PBR materials, and your node tree is not PBR (not based on Principled shader node)
Please read the documentation to know how to export materials, and example of working node tree: https://docs.blender.org/manual/en/latest/addons/import_export/io_scene_gltf2.html
Nov 24 2019
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Symmetrize operator is based on bone's named.
None of your bone has suffix .L (or any other valid suffix like _L), so no bones are symmetrized.
Nov 17 2019
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Your rig has a dependency cycle!
Nov 13 2019
Nov 12 2019
For information, the fix is managed upstream here: https://github.com/KhronosGroup/glTF-Blender-IO/issues/761
Nov 9 2019
Nov 8 2019
At Airbus Defence & Space, we are using ensurepip (and then pip install) to install 3rd party packages inside Blender, for addon and pipeline development, based on buildin python from blender. Hope we can continue to perform it even on PC without system install of python