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License: MIT License
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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
Would it be possible to have an option export collision shapes as meshes during the export process by triangulating them into meshes?
There is a "player 2" node above everything.
When walking, the animation plays and moves for a bit but the player doesn't actually move.
Create blender test cases for both exporting and importing.
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.
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