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path: root/modules/fbx/fbx_document.cpp
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* Merge pull request #93401 from Repiteo/style/clang-tidy-fixesThaddeus Crews2024-11-041-4/+8
|\ | | | | | | Style: Apply `clang-tidy` fixes
| * Style: Apply `clang-tidy` fixes (superficial)Thaddeus Crews2024-11-041-4/+8
| | | | | | | | • `modernize-use-bool-literals`, `modernize-use-nullptr`, and `readability-braces-around-statements`
* | GLTF: Clean up animation code to make way for KHR_animation_pointerAaron Franke2024-11-041-3/+3
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* Merge pull request #94783 from TokageItLab/validate-gltf-anim-nameRémi Verschelde2024-09-121-7/+1
|\ | | | | | | Add validation to glTF importer for Blendshape and Animation
| * Add validation to glTF importer for Blendshape and AnimationSilc 'Tokage' Renew2024-07-261-7/+1
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* | Cleanup of raw `nullptr` checks with `Ref`A Thousand Ships2024-08-311-5/+4
| | | | | | | | Using `is_valid/null` over checks with `nullptr` or `ERR_FAIL_NULL` etc.
* | Fix owner warning when importing FBX.Saracen2024-08-261-0/+1
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* | Remove empty bind_methods()kobewi2024-08-151-3/+0
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* Add bake_fps for FBXDocument, GLTFDocument and both import-export.K. S. Ernest (iFire) Lee2024-05-231-3/+8
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* Merge pull request #91529 from bqqbarbhg/ufbx-warningsRémi Verschelde2024-05-071-0/+36
|\ | | | | | | FBX: Print ufbx load warnings on import
| * Print ufbx load warnings on importbqqbarbhg2024-05-071-0/+36
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* | Merge pull request #91528 from bqqbarbhg/ufbx-v0.14.0Rémi Verschelde2024-05-071-1/+1
|\ \ | | | | | | | | | FBX: Update ufbx to v0.14.0
| * | Update ufbx to v0.14.0bqqbarbhg2024-05-071-1/+1
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* / Fix handling missing skins using ufbx importerbqqbarbhg2024-05-031-6/+4
|/ | | | | | 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.
* Resolve bind poses from FBX clusters instead of FBX posesbqqbarbhg2024-04-251-16/+81
| | | | | 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.
* Merge pull request #90894 from lyuma/animation_step_30Rémi Verschelde2024-04-241-0/+1
|\ | | | | | | Set animation step from importers. Increase default step from 10 to 30FPS
| * Set animation step from importers. Increase default step from 10 to 30 FPS.Lyuma2024-04-191-0/+1
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* | fbx: Avoid name conflict with humanoid "Root" boneLyuma2024-04-231-1/+1
|/ | | | The importer forces name uniqueness, even for the root. "RootNode" is less likely to conflict.
* Fix FBX and glTF when root nodes are skeleton bonesLyuma2024-04-171-2/+5
| | | | | 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
* Fix FBX texture path resolvingbqqbarbhg2024-04-131-2/+6
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* Enable FBX albedo factor when textures are boundbqqbarbhg2024-04-131-1/+5
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* Fix FBX orthographic camera sizebqqbarbhg2024-04-121-1/+1
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* Fix FBX emission_texture copy-paste issuebqqbarbhg2024-04-121-1/+1
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* Convert FBX material colors from linear to sRGBbqqbarbhg2024-04-121-2/+2
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* Fix method bindings in FBXDocument by making them virtual in GLTFDocument.Lyuma2024-03-151-1/+1
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* Add new scene import option to import as SkeletonLyuma2024-02-261-1/+1
| | | | | | 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.
* Add ufbx for FBX importingK. S. Ernest (iFire) Lee2024-02-231-0/+2373
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>