v0.9.7 BETA
Pre-release
Pre-release
-
Fixed export of transparent materials (but you must explicitly set the
Technique
in the GLTF PBR Shader toTransparent
for this to work for now) -
Uses lower case
gltf
extension -
Exporting a single frame does not "bake" the skin at that frame anymore when
-initialValueTimes
(-ivt
) is specified, instead the skin binding pose is taken from the initial values time, and the GLTF nodes will be loaded with the transforms from the current frame (as if exporting a single frame animation clip; we use this to test our computer shader deformation engine without requiring animation) -
When the Maya mesh has texture coordinates, these will be exported by default, unless you pass
excludeUnusedTexcoord
.