I have a few questions about this #59
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shyam-appymonkeys
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In the low-poly_truck_car_drifter, all animations are represented for the scene, not for a mesh. I think that glTF should be converted to a blueprint that can do more complex animations if the plugin wants to implement more features of glTF. I need to make a plan for that. By the way, the plugin supports two animation formats for mesh, Skeleton Mesh and Morph Mesh. |
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Take this for example:
https://sketchfab.com/3d-models/low-poly-truck-car-drifter-f3750246b6564607afbefc61cb1683b1
If I download the gltf version and import it in, there is no skeleton or anim files.
From the same link, if I get the fbx file and import that in, now there are multiple skeleton and anim files.
I have my own custom made gltf files from an exporter that I'm making, and I need to be able to import it in Unreal(I have to add that the model that is being exported is not a skinned mesh, it does not have any skinning or weights on it, it just a bunch of points and objects parented to those points that are translated and rotated). At the moment, if I import in the custom file, it imports them all as separated static meshes. There is no skeleton or anim files.
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