Added the ability to import scenes as AnimationLibrary
* Completes implementation of https://github.com/godotengine/godot-proposals/issues/4296
* Helps if you want to export animations to a separate file (say a GLTF) to avoid re-importing/exporting them every time the model changes.
* Helps if you simply want to have animations using a dummy model, which can be shared across multiple models.
Creates a secondary scene importer used only for animations.
**NOTE**: A new flag for scene importer: EditorSceneFormatImporter.IMPORT_DISCARD_MESHES_AND_MATERIALS has been added, to hint importers that they should skip meshes and animations (and hence make importing faster). It is not implemented in any importer yet, this should be done in a separate PR.
This PR is a continuation to #54886
* Changed Blender path editor setting from binary to installation.
* Add a class to query whether the format is supported.
* This class allows to create proper editors to configure support.
**NOTE**: This PR only provides autodetection on Linux. Code needs to be added for Windows and MacOS to autodetect the Blender installation.
Co-authored-by: bruvzg <7645683+bruvzg@users.noreply.github.com>
Co-authored-by: Pedro J. Estébanez <pedrojrulez@gmail.com>
Lets you drag or place .fbx files in the project folder and it will import the files.
An editor setting sets the location of the fbx2gltf binary.
Enables .fbx and .blend by default.
Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
Lets you drag or place .blend files in the project folder and it will import the files.
Checks for Blender 3.0's gltf2 `export_keep_originals` option.
Add basepath support to GLTFDocument append_from_file.
Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>