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v0.9.7 BETA

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@ziriax ziriax released this 15 Jun 20:14
  • Fixed export of transparent materials (but you must explicitly set the Technique in the GLTF PBR Shader to Transparent 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.