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GLTF: Implement KHR_animation_pointer for animating custom properties #94165
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Wow, I didn’t even know that GLTF could store such data, I was surprised by the waterfall, how does it work? UVs are recorded and animated? |
Could you add this link when talking about JSON pointers in your intro? I had to search about the concept. |
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@JekSun97 The UV offset values can be stored in glTF in a KHR_texture_transform. This is then mapped to Godot's BaseMaterial3D uv1_offset. This PR adds support for importing and exporting animations that animate this property, but it's already possible to store a frozen non-animated version of this value before this PR. |
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https://github.com/KhronosGroup/glTF/tree/main/extensions/2.0/Khronos/KHR_animation_pointer is a ratified official extension so as soon as the Godot Engine portion is done, we can merge. Some of the other extensions are still in draft stage. |
Add get_scene_node_path and has_additional_data to GLTFNode, fix code order in GLTFDocumentExtension, remove center of mass ignore warning in physics (it's supported now), rename `d` to `mesh_dict` in mesh import code.
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This PR implements the glTF Object Model and the KHR_animation_pointer extension. The object model allows accessing properties of the glTF JSON using JSON pointers, mapped to Godot properties. This can be used for things like engine-agnostic scripting systems, where simple behavior graphs can be defined inside of glTF files to manipulate properties.
KHR_animation_pointer is the first extension prominently making use of the object model, to allow for animations to control properties. With vanilla glTF animations, you can animate position, rotation, scale, and weights. However, animation pointer allows animating much more. For example, you could animate the color of a light, the FOV of a camera, the albedo color of a material, the UV offset of a material, and more.
khr_anim_ptr.mp4
Test project: gltf_khr_animation_pointer.zip
These test files were created by the Khronos group, not me. The source is here: KhronosGroup/glTF-Sample-Assets#106
Both the object model and the KHR_animation_pointer extension are already final and ratified by the Khronos group. This must be core to Godot Engine because it requires a lot of low-level hooks to do it right, and other extensions need to be able to build on these features. See also godotengine/godot-proposals#10164
For ease of reviewability, I have split this PR into 8 commits:
_node_and_or_bone_to_gltf_node_index
, overhaul and simplify_convert_animation
.d
tomesh_dict
in mesh import code.If desired, I can move some of these into a separate PR.