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[F3D] glTF2 support #368
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[F3D] glTF2 support #368
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typos
Co-authored-by: Dragorn421 <Dragorn421@users.noreply.github.com>
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After testing it again, it seems to have some issues in newer blender versions. |
My check started from 4.4 instead of 4.3, i'll test 4.5 soon (I'm downloading it) |
Fix for vertex alpha channel appearing as greyscale instead of opacity after export in Blender 4.0.0While testing vertex alpha in blender 4.0.0 I discovered that the glTF export add-on will export with the color attribute that is currently selected. If 'Alpha' is selected, it will export using 'Alpha' colors by default, not 'Col' colors causing greyscale alpha instead of opacity. To clear up confusion and fix this issue I wrote some code that will automatically set the selected render color to 'Col' before export. I placed this function in gltf_extensions.py and called it at the top of glTF2_pre_export_callback. Make sure to filter for blender 4.0.0 specifically (and 4.0.1, 4.0.2 if needed - untested in those versions). Later versions use property names like render_color instead of an index.
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Fixed |
With the issue above fixed, is there anything left to get this merged? |
This pr adds support for optionally exporting and importing f3d material data as glTF extensions, the objective is to create a standard that other tools can rely on (for example, tiny3d) instead of relying on the glTF addon's custom propreties toggle, along with implementing any needed hacks that broke exports previously. This pr is based on wiseguy's glTF64 but does not export the glTF64 extension.
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