Normal raycaster makes LOD generation process >2x slower and often
generates normals that look significantly worse compared to what the
simplifier comes up with by default. This was likely different before
last meshoptimizer upgrade, as the attribute metric was not functioning
properly, but now it looks like it's doing more harm than good.
This change makes it disabled by default but keeps an easy option to
re-enable it per mesh using LOD parameters for now until we get more
confidence and can remove the code outright.
Because the long term plan would be to disable this feature entirely,
the scripting API isn't changed, and it's just off-by-default there with
no way to re-enable.
During the import process, many importer nodes are replaced with their
engine node counterparts. For example, ImporterMeshInstance3D is
replaced with a MeshInstance3D node. Any meta data set on these
importer nodes, i.e. through a GLTFDocumentExtension, are lost during
the conversion. This change copies over any meta data set on these
importer nodes to their engine counterparts.
ufbx has special logic to handle animation/trimming, and most users expect trimming to be on.
For existing projects, we should upgrade files0 to FBX2glTF to preserve node compatibility.
* Replaces `find(...) != -1` with `contains` for `String`
* Replaces `find(...) == -1` with `!contains` for `String`
* Replaces `find(...) != -1` with `has` for containers
* Replaces `find(...) == -1` with `!has` for containers
Random-access access to `List` when iterating is `O(n^2)` (`O(n)` when
accessing a single element)
* Removed subscript operator, in favor of a more explicit `get`
* Added conversion from `Iterator` to `ConstIterator`
* Remade existing operations into other solutions when applicable
Reimplements "Remove Immutable" by comparing to the skeleton rest.
It is necessary to delay removing animation tracks until after the correct rest pose is calculated in rest-fixer.
Preserves the original implementation in the GLTFDocument / FBXDocument API for compatibility.
Adds `rest_pose/external_animation_library` advanced option to replace bone rest with an exported Animation before retargeting.
Together this allows a purely importer based workflow to transfer a known good pose from one FBX to another.
This avoids using convex decomposition every time collision is enabled
on a mesh, which can be extremely slow on complex meshes (such as entire
levels).
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.
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>