59728c76d6
Found out cgltf has convenience way to get the morph target names instead of parsing the JSON manually
5dd477c942
Fixed again mdoels that would display static meshes instead of skinned, able to treat scenes with one top level node as root node, get rid of the old way to check for skinned meshes as ufbx/FBX...
d21b4b5c5e
Refactored SkinWeights Importer, improve mesh and skinned mesh logic, and rest or local bind transform
09d850b381
Anoter attempt, formalize the IsSkinnedMesh function properly
b7909ca85e
Attempt to refactor gltfSkinWeightsImporter
43e18e5abd
Minor crash fix, still bad
33007a64a0
Minor cleanup in the ufbx scene importer
539c8f7f5e
Remove typo, and restore the old IsSkinnedMesh check, also count both skin_deformer and blend_deformer counts into the check
bfc2c18b06
Attempt to support Rigid Object Hierarchy Animation
9c5e3f92e2
IsSkinnedMesh should account for Rigid Object Hierarchy animation, not only when there's blendshape and skin deformers
4661e856c9
Attempt fixing materials importing
3f5d69d180
Minor face indice count check
6c86250f7d
Fix materials properly using the old Lumberyard way, show error in log if a mesh has zero faces or polygons
e18e7e21e7
Fix on fbx meshes that doesn't have any face materials
b7c40c278b
Minor updates to README and code cleanup
57f42aa1f7
Cleanup the BlendShape Animation Importing code, still can't wrap my head around it.
324177f2c3
Got gltf animations (minus BlendShape ones) working, we lost the material generation somehow?
13066d9552
First Commit
fe313f51e1
Nah, still haven't getting any bones
6c604b265e
Just trying to modify some bits of the ufbxMaterial importer to stop potential infinite loops