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Update doc for 4.4
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julienduroure committed Jan 18, 2025
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74 changes: 58 additions & 16 deletions docs/blender_docs/scene_gltf2.rst
Original file line number Diff line number Diff line change
Expand Up @@ -477,7 +477,7 @@ Mask

Rounding snaps alpha values that are 0.5 or greater up to 1, and ones below 0.5 down to
1. It is also possible to use a cutoff value different than 0.5 by using Math nodes to
do `1 - (alpha < cutoff)`.
do ``1 - (alpha < cutoff)``.

Mask mode is essentially the same as EEVEE's "Alpha Clip" blend mode, but is done with
shader nodes so it works in other render engines.
Expand Down Expand Up @@ -662,6 +662,9 @@ The part of the animation that affects one object becomes an action stashed on t
Use the track names to tell which actions are part of the same animation.
To play the whole animation, you need to enable Solo (star icon) for all its tracks.

Each animation will be imported as a single action, with multiple slots if the animation affects multiple objects.
One slot will be created for TRS, one for shape keys, etc...

.. note::

There is currently no way to see the non-animated pose of a model that had animations.
Expand Down Expand Up @@ -706,6 +709,10 @@ The importer organizes actions so they will be exported correctly with this mode
This mode is useful if you are exporting for game engine, with an animation library of a character.
Each action must be on its own NLA track.

Before Blender 4.4, tracks was merged regarding their name.
With Blender 4.4, and the introduction of slotted actions, this default behavior has been changed.
Now, tracks are merged by the action they are using, and not by their name.


Active Actions merged
^^^^^^^^^^^^^^^^^^^^^
Expand Down Expand Up @@ -805,33 +812,52 @@ Properties
Import
------

Pack Images
Pack all images into the blend-file.
Merge Vertices
The glTF format requires discontinuous normals, UVs, and other vertex attributes to be stored as separate vertices,
as required for rendering on typical graphics hardware.
This option attempts to combine co-located vertices where possible.
Currently cannot combine verts with different normals.
Shading
How normals are computed during import.
Guess Original Bind Pose
Determines the pose for bones (and consequently, skinned meshes) in Edit Mode.
When on, attempts to guess the pose that was used to compute the inverse bind matrices.
Bone Direction
Changes the heuristic the importer uses to decide where to place bone tips.
Note that the Fortune setting may cause inaccuracies in models that use non-uniform scaling.
Otherwise this is purely aesthetic.
The default value will not change axis, and is best for re-exporting from Blender.
This default option will change display mode (adding shape and changing relationship line) to have a better view,
even if original bones axis are not the most accurate (estheticaly speaking)
Lighting Mode
Optional backwards compatibility for non-standard render engines. Applies to lights.
Standard: Physically-based glTF lighting units (cd, lx, nt).
Unitless: Non-physical, unitless lighting. Useful when exposure controls are not available
Raw (Deprecated): Blender lighting strengths with no conversion

Texture
^^^^^^^
Pack Images
Pack all images into the blend-file.
Import WebP textures
If a texture exists in WebP format, loads the WebP texture instead of the fallback png/jpg one.

Bones & Skin
^^^^^^^^^^^^

Bone Direction
Changes the heuristic the importer uses to decide where to place bone tips.
Note that the Fortune setting may cause inaccuracies in models that use non-uniform scaling.
Otherwise this is purely aesthetic.
The default value will not change axis, and is best for re-exporting from Blender.
This default option will change display mode (adding shape and changing relationship line) to have a better view,
even if original bones axis are not the most accurate (estheticaly speaking)
Guess Original Bind Pose
Determines the pose for bones (and consequently, skinned meshes) in Edit Mode.
When on, attempts to guess the pose that was used to compute the inverse bind matrices.
Disable Bone Shape
Do not display bone shapes in the 3D View.
Bone Shape Scale
Scale of the bone shapes in the 3D View.

Pipeline
^^^^^^^^

Select Imported Objects
Select created objects after import.
Import Scene Extras
Import glTF extras as custom properties, at scene level.


Export
------
Expand Down Expand Up @@ -1039,11 +1065,18 @@ Animation
^^^^^^^^^

Animation mode
Animation mode used for export (See `Animations`_ )
Shape Keys Animations
Export Shape Keys Animation. Need Shape Keys to be exported (See `Data - Shape Keys`_)
Animation mode used for export (See `Animations`_

Animation - Bake & Merge
^^^^^^^^^^^^^^^^^^^^^^^^

Bake All Objects Animations
Useful when some objects are constrained without being animated themselves.
Merge Animation
Merge animation mode. Can be by Action (using slot), by NLA Track Name, or no merge.
When merging by NLA Track Name, all animation with the same NLA Track name will be merged.
When merging by Action, all animations with the same action will be merged.
When no merge, all animations will be exported as separate animations.


Animation - Rest & Ranges
Expand All @@ -1068,6 +1101,15 @@ Reset pose bones between actions
Reset pose bones between each action exported.
This is needed when some bones are not keyed on some animations.

Animation - Shape Keys
^^^^^^^^^^^^^^^^^^^^^^

Shape Keys Animations
Export Shape Keys Animation. Need Shape Keys to be exported (See `Data - Shape Keys`_)
Reset Shape Keys between actions
Reset Shape Keys between each action exported.
This is needed when some shape keys are not keyed on some animations.


Animation - Sampling
^^^^^^^^^^^^^^^^^^^^
Expand Down

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