If you're using Blender 4.x animated models in Gideros, what's your process for exporting/converting/importing them?
To use animated models in the past I've used an older version of Blender, exported them as FBX files, then used the command line tool fbx-conv from Autodesk to convert them to json files, then used buildGdx in Gideros to load the model. Now using Blender 4.3, the same steps produce a json file in which the material includes an opacity value of 0.0. The model still loads in the Gideros app, which is evident because it still occludes things behind it, but the model isn't visible. Manually editing that it in the json makes it render correctly. So somewhere in this process opacity is getting defaulted to zero. The fbx-conv tool hasn't been updated in 12 years, so I'm guessing that may be a factor. Or it could be some legacy value not used in the current version of Blender, leading the converter to default it to zero.
Can anyone suggest either a step necessary in Blender to prevent this, a different conversion tool, or just a different way of getting a model from Blender into Gideros?
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I find it easier to use glb/gltf format. It supports almost everything, including animations, and is rather well documented.
You can use Glb/Gltf classes from Gideros 3D library to load them. There is an example of use in VR dungeon demo if I remember correctly.
Likes: PaulH
A fix was made some time ago to accomodate with new Blender breaking stuff:
*3DObjLoader.lua: https://github.com/gideros/gideros/blob/f347f83e1a591c31bdc8f3934b42d1cf6cea695b/Library/3dbase/3DObjLoader.lua#L21
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