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From: <wo...@ka...> - 2025-02-18 06:38:34
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Hi that sounds great and it does have also my support. Additional considerations and questions: 1. As said by Colin, CTRL-A, to apply reset of 0,0,0 Origins. Good Practises in Blender requires also to apply "reset" to all other transformations (scaling, rotating, etc) before to save and export. So, in object mode, select ALL objects (expect curves/letters), → CTRL-A, → Apply ALL transformations. 2. I have seen Blender files able to export more than one only object to an AC file. What if these objects do not have all the same rotation origin ? How should this be handled ? - Re handling the models in Blender and splitting it in 1 object per file (1 per object/origin) ? - Or the glTF will be able manage several different model origin in the same file ? Kind regards Woosh On 2025-02-11 12:39, Fernando García Liñán via Flightgear-devel wrote: > Hi all, > > Recently, Colin brought up the following fact: > >> GlTF knows about blender origin points, and uses them as center for >> animations, which gets rid of the <center> (which imo was the most >> painful part of animations). > > This behavior is not backwards compatible, which means that if you want > to port your aircraft to PBR/glTF, you need to change all of your > animations and origin points. On the flip side, it seems to be much > more comfortable in the long run (no manual copying of the model origin > to fill the <center> tag of the animation) and significantly reduces > the size of the model XML. > > I personally don't have a preference for this, but I'd like to ask > aircraft developers about their opinion. Basically, it's a matter of > backwards compatibility vs. commodity for the future. > > If you have any friends who are aircraft developers and might have an > opinion on this but don't use the mailing list, please let them know! > > Kind regards, |