While Milestone VI (https://github.com/KhronosGroup/glTF-Blender-IO/milestone/6) has been closed, many of its issues are still open. What's the current status of those? Are they still planned, do we need to prioritize just a subset of them for MS VII, or do they all need to be moved to the Community milestone?
/cc @emackey @UX3D-nopper @UX3D-schmithuesen
Think I moved them all - does not seem so.
The bugs (if caused from "us", not old ones) we will fix, the enhancements are up to the community.
@donmccurdy Let's have a 1:1 next week, where we can priorize things, okay?
Sounds good!
My personal wish-list is:
This represents a very important capability that glTF offers, that this exporter does not. Sample models that use occlusion or double-sided can't round-trip correctly without this.
Sample models like the Water Bottle can't correctly round-trip without this, they pick up a seam down the side.
This would help the plugin feel more predictable and reliable, by giving users better control.
Any update on the skinning export issues? I have my animator on hold and we are at a standstill.
I understand your issue but please note, that this is still a Beta Release and should not bes used for production.
We already discussed this issue and probably a hack could be easily done to solve this issue. But we do not want to do this and implement a proper solution.
I wish three.js people would have taken that into consideration before dumping their json loader and adopting this as a primary loader. /cry Obviously not your guy's fault.
For anyone that is having skinning issues. We came up with a solution that works!
Export FBX
Use https://github.com/facebookincubator/FBX2glTF/releases to convert the fbx file to gltf (glb in example case)
Example: ./FBX2glTF-darwin-x64 -b --blend-shape-normals --blend-shape-tangents --pbr-metallic-roughness -i shot-generator-models/characters/base/male-youth/male-youth.fbx -o shot-generator-models/characters/base/male-youth/male-youth
The structure is not exactly the same as the exporter, but it works! - blendshapes and all!
It's a good temporary solution until the skinning issue is fixed! Great work guys!!!!!!
please note, that this is still a Beta Release and should not be used for production.
I don't do any skinning, but I use many other aspects of this exporter and have considered it production software for some time now (since the previous one was deprecated some months ago). If there's still a Beta label on here, we should work towards removing it as soon as is reasonable.
The beta is mentioned on this GitHub README page and the goal is to be final close before Blender 2.80 gets final. That was the original plan.
- Occlusion Map and Double Sided controlled from a "glTF Export" nod
I believe this should be a relatively lightweight addition – do we just need to look for that glTF Export name, the same way we look for the old Metal/Rough node? If so, I or another contributor can probably add that easily.
- Custom normal vector export...
- "Export Selected" refinements...
Agreed that both are important. I think the first is likely to be quite complex (I tried to implement it a while ago, and didn't get far). The latter, we or the community can certainly get to in the future. Tracked in #193.
Any update on the skinning export issues?
We're working on this (thanks UX3D!) and plan to have a great many of these issues resolved in March. In the meantime, we always appreciate examples of issues, PRs like #280 and #287, and improvements to the CI tests to allow us to prevent these problems in the future.
I've gone through the remaining issues in MS VI and moved most out of the Milestone, leaving mostly Compression- Skinning-related tasks in MS VII. Remaining issues in MS VI (#193 and #154) I consider high-priority and will try to get to myself, though if anyone else can tackle them sooner PRs are welcome. :)
Most helpful comment
For anyone that is having skinning issues. We came up with a solution that works!
Export FBX
Use https://github.com/facebookincubator/FBX2glTF/releases to convert the fbx file to gltf (glb in example case)
Example: ./FBX2glTF-darwin-x64 -b --blend-shape-normals --blend-shape-tangents --pbr-metallic-roughness -i shot-generator-models/characters/base/male-youth/male-youth.fbx -o shot-generator-models/characters/base/male-youth/male-youth
The structure is not exactly the same as the exporter, but it works! - blendshapes and all!
It's a good temporary solution until the skinning issue is fixed! Great work guys!!!!!!