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Is your feature request related to a problem? Please describe.
Some animation channels get lost when reexporting a glTF file with Blender.
Describe the solution you'd like
I'd like to have an option that would preserve animation channels of properties (exported via KHR_animation_pointer) even when keyframes are identical (similarly to existing options for preserving bone and object channels).
Describe alternatives you've considered
It's possible to work around this by slightly changing keyframes but that's not ideal and I'd like to have a proper solution.
Additional context
I'm dealing with a game engine that can target some animation channels (with identical or non-identical keyframes) and additionally alter/animate them. It would be nice if I could always keep all channels.
The text was updated successfully, but these errors were encountered:
Is your feature request related to a problem? Please describe.
Some animation channels get lost when reexporting a glTF file with Blender.
Describe the solution you'd like
I'd like to have an option that would preserve animation channels of properties (exported via KHR_animation_pointer) even when keyframes are identical (similarly to existing options for preserving bone and object channels).
Describe alternatives you've considered
It's possible to work around this by slightly changing keyframes but that's not ideal and I'd like to have a proper solution.
Additional context
I'm dealing with a game engine that can target some animation channels (with identical or non-identical keyframes) and additionally alter/animate them. It would be nice if I could always keep all channels.
The text was updated successfully, but these errors were encountered: