[Bf-committers] glTF Exporter

Mike Erwin significant.bit at gmail.com
Mon Feb 15 04:43:14 CET 2016


Are there enough missing parts to make a good GSoC project?

Mike Erwin
musician, naturalist, pixel pusher, hacker extraordinaire

On Sat, Feb 13, 2016 at 11:22 PM, Campbell Barton <ideasman42 at gmail.com>
wrote:

> On Sun, Feb 14, 2016 at 7:56 AM, Daniel Stokes <kupomail at gmail.com> wrote:
> > Greetings bf-committers,
> >
> > Since there was some interested in glTF support in Blender, I have moved
> > the glTF exporting functionality out of the Real Time Engine addon, and
> > made it available as its own addon. Since the exporting was meant for
> > serving a specific purpose, it does not have any options other than a
> > filepath. It is also missing support for animations and missing some
> > options around textures and materials. However, for anyone looking to
> play
> > around with glTF, this could be useful. The output of the exporter passes
> > the validator supplied by Khronos.
> >
> > The link:
> > https://github.com/Kupoman/io_scene_gltf
> >
> > I would like to mention that Mitchell Stokes did most of the initial
> > implementation of the glTF exporting.
> >
> > Cheers,
> > Daniel Stokes
>
> Hi Daniel, good to see this get its own repo, but found the add-on is
> split between 2 locations.
> This means forking to make a few edits is quite a lot more complicated
> (seems like both repos need to be forked, then manually update the
> submodule).
>
> Also for git history, bisecting... etc, splitting history for a 2-file
> Python module between 2 repos seems more trouble then its worth.
>
> Any chance this could be made a single repo?
>
> --
> - Campbell
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