The issue is that I am leveraging scene inheritance where it seems that you can’t swap or delete a node, you can only swap resources. It’s working now.
Posts by Nodragem
It looks like that the vertex weights are not supported by some format such as OBJ. And concerning GLB, you need to export the mesh with its armature to get the weights. It’s all very confusing without documentation!
After a bit more investigation it looks like that only step 1 and 2 are essential. Then you can simply swap the mesh. You can ignore changing the Skin if the skeleton is exactly the same. Still, without documentation, it is hard to find out!
5) swap the mesh in the receiving MeshInstance, and change the skin
Why can't we simply import the skin info?
I thought it would be as easy as importing the new mesh with its vertex weight and swap it in the MeshInstance.
Turn out that you need to:
1) import the mesh WITH its skeleton in GLB
2) extract the mesh
3) open the GLB as inherited scene
4) find the skin in the MeshInstance, save it on disk
...
Is it me or to swap mesh while keeping the same animations and skeleton is overly complicated in Godot? (see below)
#GodotEngine
Working on a new section of my level today! It will introduce some platforming and importantly, the ability to call Eela (the drone) between the two players to activate switches.
#GodotEngine
Maybe leave a comment on the doc page?
Water transparency does make a difference though (see previous post), so I think I will drop the default Godot's SSR 😳 and use marcelb's water shader 🚀! #GodotEngine
Playing with the new SSR feature from #GodotEngine, not sure I will use it for the final product, but it looks great!
Note for later: don't use mix() to combine two normal maps, it will break the SSR.
Trying to implement some sort of terrain texture blending... But how can I apply it only to some objects? The Decal node use the Visual Layers but I can't seem to access them in my shader. #GodotEngine
Would it be a good idea to create a new Terrain Texture Blending node that extends the Decal node?
github.com/godotengine/...
love that font, what is it?
But, do we need to create 256 tiles when using Tilemap 2D?
I always thought it was a bug… 😄
For a second, I thought that I could use the Decal node for terrain blending. #GodotEngine
haaaa! you thought about everything I see 😅
Testing the full level creation workflow I am trying to put together with #GodotEngine.
You can see at the end of the video that I added a new feature to add grass and rocks at the bottom the cliffs. I am thinking to add terrain blending next.
What does it mean n= +1 ?
Superb feature! I hope it will get reviewed on time for 4.7
🎊It's been months that I wanted to get to this point 🚀! Interpolation and NoiseTexture2D really bring the thing together.
It was quite a ride with #GodotEngine and I have learnt a lot about how to use Compute Shaders, Editor Pluginss, Gizmos and Resources.
An absolutely incredible add-on for anyone making shaders with Godot! Click different lines in your shader code and instantly preview the output at that point in the code.
Need to have a closer look but the existing issues don’t seem to mention that the save button can be used to update the thumbnail.
Definitely, the preview should be updated automatically to start with. But yet, until this is solved, the button is quite essential. Maybe we need to do some UX research and get data on what people use, so that we don’t remove anything essential? Maybe a survey.
I agree with Yuri, I use the save resource button very often, because it is the only way to update the resource preview thumbnail.
ha right! thank you so much, I was looking at `application/run` for some reason.
I don't see anywhere I can add launch arguments in the Godot editor. And if I simply do `godot -e myscene` in the terminal, it just open the editor on that scene. How do you do it?
Unfortunately no, it is only useful for 2D geometries. Here my meshes are generated from a 2D contour shape. In your case, you would use something like decimate. Godot use meshoptimizer internally for LOD, but not sure it is exposed for the user.
I’ve already watched this video actually 😎 circular dependency might be the issue, but I can’t really access the objects that exist in the editor to see if they get freed as they should.
…? Is that even possible?😱