Comments (3)
Note to implementer: If you change the functions in encoders.py
to use the Array
object in structures.py
then you'll only have to implement this in a single place (probably).
It may be good to merge the encoders
and structures
files, as they do pretty similar things.
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Working on in https://github.com/simedis/godot-blender-exporter/tree/precision but the architecture makes it hard to pass a value from the UI down to the serialization. It seems that blender is only precise to about 6DP (default cube has vertices at 0.999999), so that's what I've currently got it set to.
I'll have a think if there is a more intelligent way to do the rounding, otherwise @akien-mga, do you think that a fixed value of 6DP is adequate
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6DP sounds fine to me, yes. If some users need more precision, they'll request it (but I'm not sure we can be much more precise than that in Godot anyway until we finish double-precision floats support).
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Related Issues (20)
- Texture Problem? HOT 3
- @https://github.com/Calinou
- Export as individual scene
- can't find 2.79 drivers HOT 1
- I'm Sorry I can't find blender 2.79 addons, can someone please help HOT 2
- support exporting materials with noise nodes HOT 3
- Request for option to choose root node type during export.
- Consider eliminating superfluous BoneAttachment nodes during export.
- image texture is missing in the exported file(.escn)
- KeyError from export_morphs when attempting to export shape keys HOT 4
- Tgg
- Toward a better exporting of particles systems (some first fixing attempts)
- Material-Export adding Linebreake in the Comment-Section of the Shader-Code (With possible Solution?)
- Missing keyframes
- blender 3.4 HOT 20
- Support Godot 4 HOT 4
- Blender 4.0 export escn raise key error with "Subsurface not found". HOT 3
- Inquiry for the roadmap of this project HOT 1
- Support missing for Blender color ramp / gradient texture
- [enhancement] "tag" blender objects becomes a node group
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