Adding support to read skin and bone animations from the glTF format took quite a while to implement. The functionality to also export the skin and bone animations was luckily a lot easier to implement. With all the changes and improvements I made for reading them, writing took me less than a day to implement. This means that with the current development release you can now also export skin and bone animations to the glTF and FBX formats.
There is one limitation to this. Just as when exporting normal animations to the glTF format, there is a restriction that you can only export them if you read the object from an open format. If you read the object from a compiled format (MDL or BGL), then exporting the skin and bone animations is only supported for simple objects with less than 5 animations of the ambient type.
Does this mean I am fully done with skin and bone animations now? No, not yet, there are still a few related issues on the todo list:
- Exporting a skin and bone animations imported from glTF to FSX/P3D does not always give the right results. That is because FSX/P3D handles the bone pose matrices differently.
- Importing skin and bone animations from glTF objects that have been processed by the MSFS package tool still has issues, certain parts are displaced.
I plan to have a look at these two remaining issues soon, so that afterwards I can call the skin and bone animation topic closed.
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