I had it as two repos since I need the blendergltf module for another project. I just pushed a commit to the blendergltf repo to try and run it as an addon when it is not being used as a module. I haven't tested the module versus addon check much, but it seems to be working.
As for a GSoC project, I am uncertain about that. We are definitely planning to work on this in the near future. Skinned meshes and exported shaders are already close to complete in feature branches, and extension support is high on my todo list. We have no plans to work on import at this time, as we don't currently need it. Porting the exporter to C and exposing it via bpy would be useful for our use case (converting scene updates to glTF and sending them to an external game engine), but I don't know how many people would find the performance improvement useful. Campbell, thanks for the pull request, I am looking in to it. On Sun, Feb 14, 2016 at 8:09 PM, Campbell Barton <[email protected]> wrote: > On Mon, Feb 15, 2016 at 2:43 PM, Mike Erwin <[email protected]> > wrote: > > Are there enough missing parts to make a good GSoC project? > > Yes, I think there's enough extra work that can be done to complete > the exporter feature set, > possibly an importer too (though as this format isn't intended for > interchange, it's not essential). > > Daniel/Mitchell, interested to know what you think about this. > Also if you intend to spend a lot of time on this before GSOC starts. > > See glTF on the ideas page: > > http://wiki.blender.org/index.php/Dev:Ref/GoogleSummerOfCode/2016/Ideas#Import.2FExport_support_for_glTF_File_Format > > > Mike Erwin > > musician, naturalist, pixel pusher, hacker extraordinaire > > > > On Sat, Feb 13, 2016 at 11:22 PM, Campbell Barton <[email protected]> > > wrote: > > > >> On Sun, Feb 14, 2016 at 7:56 AM, Daniel Stokes <[email protected]> > wrote: > >> > Greetings bf-committers, > >> > > >> > Since there was some interested in glTF support in Blender, I have > moved > >> > the glTF exporting functionality out of the Real Time Engine addon, > and > >> > made it available as its own addon. Since the exporting was meant for > >> > serving a specific purpose, it does not have any options other than a > >> > filepath. It is also missing support for animations and missing some > >> > options around textures and materials. However, for anyone looking to > >> play > >> > around with glTF, this could be useful. The output of the exporter > passes > >> > the validator supplied by Khronos. > >> > > >> > The link: > >> > https://github.com/Kupoman/io_scene_gltf > >> > > >> > I would like to mention that Mitchell Stokes did most of the initial > >> > implementation of the glTF exporting. > >> > > >> > Cheers, > >> > Daniel Stokes > >> > >> Hi Daniel, good to see this get its own repo, but found the add-on is > >> split between 2 locations. > >> This means forking to make a few edits is quite a lot more complicated > >> (seems like both repos need to be forked, then manually update the > >> submodule). > >> > >> Also for git history, bisecting... etc, splitting history for a 2-file > >> Python module between 2 repos seems more trouble then its worth. > >> > >> Any chance this could be made a single repo? > >> > >> -- > >> - Campbell > >> _______________________________________________ > >> Bf-committers mailing list > >> [email protected] > >> http://lists.blender.org/mailman/listinfo/bf-committers > >> > > _______________________________________________ > > Bf-committers mailing list > > [email protected] > > http://lists.blender.org/mailman/listinfo/bf-committers > > > > -- > - Campbell > _______________________________________________ > Bf-committers mailing list > [email protected] > http://lists.blender.org/mailman/listinfo/bf-committers > _______________________________________________ Bf-committers mailing list [email protected] http://lists.blender.org/mailman/listinfo/bf-committers
