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Add new GLTF character model and loader functionality #19509
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Welcome, new contributor! Please make sure you've read our contributing guide and we look forward to reviewing your pull request shortly ✨ |
hey! I'm new to this project, I don't know what these 3 checks are failed, can someone tell why they failed and what they are? |
The generated |
At least some of the failing checks are for formatting and can be fixed by running |
The CI logs tell you what happened when you click on it ^.^ The toml format can be fixed by running taplo or by manually removing the leftover space. You also need to run theotherphil already mentioned that you need to run Finally, the |
Could you please fill out the PR description? It would be helpful to know the motivation of this PR and what it is demonstrating that isn't covered by the |
ofc its different from 'animated_mesh_control' and 'custom_skinned_mesh' but its an undeniable fact that 'gltf_viewer_main' is heavily influenced by these. |
thanks buddy for explaining issue precisely, let me be friendly with taplo! |
ok , i have fixed the issues what's next now? |
hey can u tell me whats's next? |
hey can u tell me what's next?, I checked all tests. |
What is the license of the Gltf? |
MIT |
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Nice idea! Some observations:
- Don't we already have a glTF viewer example somewhere?
- Also, we currently don't have a good solution for storing large files for example! yet, sorry! As such, you will have to remove the glTF you've provided and use something that already exists in tree, like the fox.glb
Thanks, I purpose this commit for fully control on animations inside the glb/gltf model. Although simply demonstrating glb is already in animated_mesh_control, I just want to improve for better control over viewport and camera movement. Fine, I remove that gltf, use already existed fox.glb |
Objective
Solution
Testing
This example serves as both a learning resource for advanced animation handling and a practical tool for developers who need to inspect and preview GLTF animations during development.