Aaron Franke
dcb6431c01
Use const ref parameters in the GLTF module
2025-11-13 18:19:26 -08:00
Aaron Franke
a5424c321e
GLTF: Make handle binary image mode enum type-safe
2025-11-04 10:42:11 -08:00
A Thousand Ships
f11aff3841
Editor: Restructure editor code
...
Moving various editor files into sub folders to reduce clutter
2025-07-04 18:18:22 +02:00
Lukas Tenbrink
e2931a5c19
Make conversions from NodePath to String explicit.
2025-06-11 16:50:27 +02:00
Aaron Franke
a56b3a93d3
Implement naming version system for FBX and Blend importers like glTF
2025-06-10 09:42:54 -07:00
Aaron Franke
8350919575
GLTF: Make skeleton bone names unique per-skeleton instead of scene-wide
2025-06-10 02:44:56 -07:00
zodywoolsey
a54301ef75
fix fbx runtime import not generating meshes properly
...
Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com >
Co-authored-by: K. S. Ernest (iFire) Lee <fire@users.noreply.github.com >
Co-authored-by: Naming-things-is-hard-btw <ahmadmhamad12331233@gmail.com >
2025-04-27 10:55:46 -06:00
Yufeng Ying
4f4031a675
Replace size() == 0 with is_empty().
2025-04-02 19:18:43 +08:00
kobewi
75881f8322
Use initializer list in Arrays
2025-03-26 18:38:15 +01:00
Jakub Marcowski
100001c807
ufbx: Update to 0.17.1
2025-03-02 11:37:32 +01:00
Thaddeus Crews
2450dee1bc
Merge pull request #93401 from Repiteo/style/clang-tidy-fixes
...
Style: Apply `clang-tidy` fixes
2024-11-04 21:52:05 -06:00
Aaron Franke
834189a618
GLTF: Clean up animation code to make way for KHR_animation_pointer
2024-11-04 17:55:38 -08:00
Thaddeus Crews
bb5f390fb9
Style: Apply clang-tidy fixes (superficial)
...
• `modernize-use-bool-literals`, `modernize-use-nullptr`, and `readability-braces-around-statements`
2024-11-04 12:11:14 -06:00
Rémi Verschelde
b9b07d619f
Merge pull request #94783 from TokageItLab/validate-gltf-anim-name
...
Add validation to glTF importer for Blendshape and Animation
2024-09-12 09:25:10 +02:00
A Thousand Ships
194bdde947
Cleanup of raw nullptr checks with Ref
...
Using `is_valid/null` over checks with `nullptr` or `ERR_FAIL_NULL` etc.
2024-08-31 15:01:09 +02:00
Saracen
7050e581ff
Fix owner warning when importing FBX.
2024-08-26 14:51:49 +01:00
kobewi
065dd099dd
Remove empty bind_methods()
2024-08-15 08:24:32 +02:00
Silc 'Tokage' Renew
0235086c14
Add validation to glTF importer for Blendshape and Animation
2024-07-26 18:05:34 +09:00
K. S. Ernest (iFire) Lee
24f56008ac
Add bake_fps for FBXDocument, GLTFDocument and both import-export.
2024-05-23 09:09:36 -07:00
Rémi Verschelde
82e77eab35
Merge pull request #91529 from bqqbarbhg/ufbx-warnings
...
FBX: Print ufbx load warnings on import
2024-05-07 13:48:56 +02:00
Rémi Verschelde
e8d5bdd95d
Merge pull request #91528 from bqqbarbhg/ufbx-v0.14.0
...
FBX: Update ufbx to v0.14.0
2024-05-07 13:48:52 +02:00
bqqbarbhg
5cd7ae198d
Update ufbx to v0.14.0
2024-05-07 14:27:21 +03:00
bqqbarbhg
04db5cf063
Print ufbx load warnings on import
2024-05-07 12:43:48 +03:00
bqqbarbhg
b9ab0e46e2
Fix handling missing skins using ufbx importer
...
Previously, _asset_parse_skins() would mess with the order of skin indices.
However, the rest of the code expected these to match to ufbx skin indices.
To fix this, retain the original skin indices in FBXState::original_skin_indices.
2024-05-03 20:46:26 +03:00
bqqbarbhg
095569011c
Resolve bind poses from FBX clusters instead of FBX poses
...
Turns out that the information in FBX Pose objects is relatively often broken.
Using skin cluster bind poses seems more reliable, but cannot capture the bind pose of the root bone.
2024-04-25 21:13:50 +03:00
Rémi Verschelde
17d9c52ad9
Merge pull request #90894 from lyuma/animation_step_30
...
Set animation step from importers. Increase default step from 10 to 30FPS
2024-04-24 09:59:21 +02:00
Lyuma
33e977ee34
fbx: Avoid name conflict with humanoid "Root" bone
...
The importer forces name uniqueness, even for the root. "RootNode" is less likely to conflict.
2024-04-23 01:43:03 -07:00
Lyuma
bb9674c1b1
Set animation step from importers. Increase default step from 10 to 30 FPS.
2024-04-19 03:02:20 -07:00
Lyuma
d3706488d9
Fix FBX and glTF when root nodes are skeleton bones
...
Set p_scene_parent to the skeleton to guarantee BoneAttachment3D nodes are added as a child of the active skeleton.
Use get_owner() to go all the way up when calculating the root node in generate_scene
2024-04-17 22:10:05 -07:00
bqqbarbhg
2a757e4897
Fix FBX texture path resolving
2024-04-13 20:28:12 +03:00
bqqbarbhg
659597b290
Enable FBX albedo factor when textures are bound
2024-04-13 03:12:03 +03:00
bqqbarbhg
5e52db5c93
Fix FBX orthographic camera size
2024-04-12 04:02:50 +03:00
bqqbarbhg
d238b0ef57
Fix FBX emission_texture copy-paste issue
2024-04-12 03:52:57 +03:00
bqqbarbhg
a998f0a482
Convert FBX material colors from linear to sRGB
2024-04-12 03:52:46 +03:00
Lyuma
8232759100
Fix method bindings in FBXDocument by making them virtual in GLTFDocument.
2024-03-15 12:47:02 -07:00
Lyuma
652ef966f9
Add new scene import option to import as Skeleton
...
Adds a bool import option `nodes/import_as_skeleton_bones`.
This is supported in all FBX or GLTF document based formats.
It is especially useful for retargeting and importing animations.
2024-02-26 03:06:07 -08:00
K. S. Ernest (iFire) Lee
04d43947bf
Add ufbx for FBX importing
...
This update introduces a new import method for FBX files using ufbx. If the fbx2gltf import fails, it will use the most recently cached scene from the ufbx import. The process is sped up by introducing threads to load the ufbx portion.
Key changes include:
- Support for importing geometry helper nodes in FBX files.
- Addition of cameras and lights with updated names.
- Removal of the fbx importer manager.
- Introduction of ModelDocument3D and updates to its methods.
- Changes to FBX import options and visibility.
- Updating the documentation and handling some errors.
- Store the original non-unique node, mesh and animation names in FBX and glTF.
Co-Authored-By: bqqbarbhg <bqqbarbhg@gmail.com >
2024-02-23 22:33:04 +01:00