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License: MIT License
Would it be possible to have an option export collision shapes as meshes during the export process by triangulating them into meshes?
When walking, the animation plays and moves for a bit but the player doesn't actually move.
HungryProton
if csg.is_root_shape():
csg._update_shape()
var mesh_instance = MeshInstance.new()
mesh_instance.transform = csg.get_meshes()[0]
mesh_instance.mesh = csg.get_meshes()[1]
oh btw, make sure the csg node is inside the node tree when calling update_shape(), it doesn't work otherwise. I'm not sure it's the proper way to do it though, _update_shape is named like a private method so it's weird to have to call it manually but I haven't found another way.
There is a "player 2" node above everything.
Create blender test cases for both exporting and importing.
While exporting from the govox sample project from https://github.com/jamie-pate/govox
(see attached zip for a canned version)
Exporting the 'main.tscn' -> 'main.gltf2' works fine, but when importing there are errors in blender.
The platform should be a horizontal plane, but it's vertical
blender GLTF2 import:
Traceback (most recent call last):
File "/usr/share/blender/scripts/addons/io_scene_gltf2/__init__.py", line 850, in execute
return self.import_gltf2(context)
File "/usr/share/blender/scripts/addons/io_scene_gltf2/__init__.py", line 864, in import_gltf2
if self.unit_import(path, import_settings) == {'FINISHED'}:
File "/usr/share/blender/scripts/addons/io_scene_gltf2/__init__.py", line 887, in unit_import
BlenderGlTF.create(self.gltf_importer)
File "/usr/share/blender/scripts/addons/io_scene_gltf2/blender/imp/gltf2_blender_gltf.py", line 41, in create
BlenderScene.create(gltf, scene_idx)
File "/usr/share/blender/scripts/addons/io_scene_gltf2/blender/imp/gltf2_blender_scene.py", line 80, in create
BlenderNode.create(gltf, node_idx, None) # None => No parent
File "/usr/share/blender/scripts/addons/io_scene_gltf2/blender/imp/gltf2_blender_node.py", line 174, in create
BlenderNode.create(gltf, child_idx, node_idx)
File "/usr/share/blender/scripts/addons/io_scene_gltf2/blender/imp/gltf2_blender_node.py", line 64, in create
mesh = BlenderMesh.create(gltf, pynode.mesh, node_idx, parent)
File "/usr/share/blender/scripts/addons/io_scene_gltf2/blender/imp/gltf2_blender_mesh.py", line 67, in create
BlenderPrimitive.add_primitive_to_bmesh(gltf, bme, pymesh, prim, material_idx)
File "/usr/share/blender/scripts/addons/io_scene_gltf2/blender/imp/gltf2_blender_primitive.py", line 136, in add_primitive_to_bmesh
blender_num_components = len(bme_verts[0].link_loops[0][layer])
IndexError: BMElemSeq[index]: index 0 out of range
location: <unknown location>:-1
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