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Inherited Models don't hold information about textures/mappings #10147
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Using "Override Material" works, right? |
This needs to be more user friendly.. the inherited materials belong to the
original scene, so they need to be made unique in the local one to be
edited. This is not straightforward and has to be presented better
…On Aug 7, 2017 12:42 PM, "Bojidar Marinov" ***@***.***> wrote:
Using "Override Material" work, right?
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Actually in that case it would be quite bad to use "Override Material". Our 3d asset workflow assumes we will create inherited scenes for assets/dae files. And setting material inside dae is not a good idea since it will be lost after re-import. |
I changed the default behavior so materials are imported as separate resources and kept, so you can edit them. I will leave this open so I remember to make the property editor read-only if the resource belongs to an inherited scene. |
@reduz if I understand you correctly then you are suggesting to setup material inside dae file. This is not helpful since Godot is unable to save dae files: |
Checked today with aa4694b. It seems this is fixed now. Thanks! |
In the end it seems the issue is not fixed yet in 7842332. It's working for me with one model (don't know why). Also some other models (like the one on the vid) will have correctly predefined some mappings (also dont know why), but I still can't change other mappings or values. I'm not sure maybe I'm doing something wrong here? Recorded a vid on which I'm creating fresh project and I'm importing a model: https://www.youtube.com/watch?v=WW0QKTXtDOw&feature=youtu.be |
This appears to still be broken in Godot 3.0 Beta 1. Balls should go from green to yellow to red individually based on a timer. |
I'm no longer able to reproduce in 3fd1c0c |
@ThomasMorley-T3D The ball is changing directly to yellow because of some bug in the script. I used couple prints and I can see that the code that's changing color to red is never fired. |
If you change theWaitTime var in the main script for ball spawn time to 31 you will see that the script appears to be correct. The ball will go from green to yellow and then red. The problem is when you reduce the ball spawn time 5 seconds and have multiple balls, the call to an individual ball changes the material of all the balls in the scene. Setting the material to unique makes no difference. The script could be wrong but I don't see the problem. I don't see any settings for import in 3.0 I just drop the .dae in the folder and it auto imports. In my example I am just using Godot's default 3d shapes. |
If that's the problem then as far as I know you should set 'local to scene' inside material resource. |
Operating system or device - Godot version:
Linux, e12b422
Issue description:
After creating inherited scene for dae model, it's impossible to setup mapping and textures, because the information will be lost after closing the scene:
Steps to reproduce:
Link to minimal example project:
Inherited Material Issue.zip
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