Looks like MeshDataTool do not support CUSTOM* back to just UV and UV2
I dont want to continue looking into this for now, but MeshDataTool is unfortunately something the project use to deform some models and is needed at the moment, but this open my head about another type of workflows for more detailed models and places.
@aenderlara correct, the standard materials and mesh format only support two UV channels.
but they do support up to four custom per-vertex channels, that can each be either 4xbyte or 4xfloat. see ARRAY_CUSTOM0 in the mesh docs and CUSTOM0 in the spatial shader reference.
@aenderlara the difficult part is getting the extra UV channels out of blender and into godot.
i dont think godot’s default importer will let you assign data to custom mesh channels unless you write a script to customise it. but you can extend e.g. its gltf importer through script (ive done this in the past) and i think godots .blend importer can be customised too (but i have not tried to).
@vfig Well it was actually working without extra setup, I just setup the UV3 and 4 like this in Blender and Godot GLTF2 importer just bring the thing as CUSTOM0 xy and zw without extra setup.
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