Time Nick Message 03:57 MTDiscord Hey so I'm working on the gltf animations loader. So GLTF has no way to get FPS, only literal seconds. Would the core devs rather we hard code in 60 FPS so people have to adjust blender to 60 FPS for it to match up to the timeline, 24 FPS so it matches up to the default timeline, or a simple minetest.get_animation_frame(framerate, keyframe) so that they can get the keyframe in seconds during runtime? 03:59 MTDiscord (neither of these is correct) 10:05 rubenwardy I don't really understand the question, shouldn't it use timing in seconds in that case? 10:07 pgimeno why do you need FPS at all? 13:40 Zughy[m] Why entities support self.name but for players a function is needed to retrieve it? Is it for security reasons or..? 14:21 rubenwardy Self is a table whereas players use objectref which is userdata 14:21 rubenwardy It's probably based on ease rather than any other reason 14:26 MTDiscord Zughy: entity names != player names; player names are per-player, whereas entity names are per entity "type" 14:26 MTDiscord but yes, Minetest could implement __index such that player.name would be equivalent to player:get_player_name() 14:27 MTDiscord but I believe that'd end up just being a foot gun since player names and entity names are two entirely different things (player names are unique identifiers, entity names are identifiers of types and thus necessarily not unique) 21:07 MTDiscord B3d is decompressing the time scalar so each second is a frame 21:07 MTDiscord Locked 60 on b3d exporter 21:08 MTDiscord It's so complicated, my brain 21:08 MTDiscord We are talking up solutions to this though :) 21:10 MTDiscord So if your input fps is 24 the time scalar needs to be directly accessed by dividing your wanted frame by 24.0 in Lua to get the float, this is lossy due to the way cskinned mesh interpolates. Inversely, multiply the seconds scalar by the source fps to line it back up with the blender time line. We're working on it though