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I’m trying use the latest version of OpenCOLLADA to export morph animations made in 3DS Max into Godot, but so far I haven’t had any luck with it.
Here’s a quick example:
The settings that I’m using:
Any solutions? There seems to be very little documentation on Godot’s morph capabilities.
I don’t have 3ds max, but I tried doing something similar using Blender and the BetterColladaExporter and looks like the animations aren’t imported, just the blend shapes. They are located in MeshInstance (BlendShapes property) and can be animated.
I’m not sure if it is intended to be this way or if there’s a issue during the importing/exporting process.
Kaliga | 2018-04-14 14:42