Time Nick Message 19:25 MTDiscord rigid animation is a pain in my ass 19:29 Krock maybe it's too rigid to move? 19:33 MTDiscord it does indeed not seem to be moving. i don't know if the .x code works to begin with. 19:33 MTDiscord in the gltf importer, i solved it by just treating it as a special case of skeletal animation with weights of 1. 19:34 Krock did animations ever work in .x? 19:34 MTDiscord skeletal animations work, i've got tests for that 19:34 Krock ah it might be .obj that don't/didn't support it. 19:34 Krock I do remember there being some limitation 19:35 MTDiscord the .x code should correctly produce attached meshes 19:35 MTDiscord that is it correctly populates the CSkinnedMesh 19:35 MTDiscord but i doubt whether the CSkinnedMesh worked correctly 19:35 MTDiscord because when i applied a similar change to the gltf importer for testing, that didn't work 19:36 MTDiscord ultimately the problem is that i don't have a .x rigid animation test case to allow me to confidently make changes here 19:37 MTDiscord iirc geshin is probably the only one that uses .x to any sort of degree, could ask them. hecks if you can ifnd them 19:38 Krock your fingers seem to lack a mutex 19:39 Krock hecks appears and disappears at random 19:42 Krock will merge #15491 and #15496 in 10 minutes 19:42 ShadowBot https://github.com/minetest/minetest/issues/15491 -- Add Minetest keyword to desktop file for backwards compatibility by KevinAtSesam 19:42 ShadowBot https://github.com/minetest/minetest/issues/15496 -- Cleanup ban by wrrrzr 19:44 MTDiscord Nice, that PR for the keyword is pretty useful =) 19:52 MTDiscord I'm pretty sure .obj does support some sort of animation, but I think shapekeys and no skeletal, and on top of that our importer doesn't support even those anyway. 19:52 MTDiscord Krock: the above 19:54 Krock I see. Thanks for clarifying. 20:03 MTDiscord okay i think i got some samples 20:03 MTDiscord took me a bit though