diff --git a/game/modules/species/Human/models/HumanFemale.tscn b/game/modules/species/Human/models/HumanFemale.tscn index 0a83c73..80f7c4e 100644 --- a/game/modules/species/Human/models/HumanFemale.tscn +++ b/game/modules/species/Human/models/HumanFemale.tscn @@ -12,7 +12,6 @@ collision_layer = 2147483650 collision_mask = 3 script = ExtResource( 1 ) max_visible_distance = 70.0 -model_path = NodePath("../HumanFemale/Rotation_Helper/Model") character_skeleton_path = NodePath("Rotation_Helper/Model/character2") [node name="Body_CollisionShape" type="CollisionShape" parent="."] diff --git a/game/modules/species/Human/models/armature_huf.tscn b/game/modules/species/Human/models/armature_huf.tscn index 1506bd3..5ad0a2a 100644 --- a/game/modules/species/Human/models/armature_huf.tscn +++ b/game/modules/species/Human/models/armature_huf.tscn @@ -137,18 +137,27 @@ attach_point_paths/9_weapon_left_back = NodePath("armature/Armature/Skeleton/Lef attach_point_paths/10_weapon_right_back = NodePath("armature/Armature/Skeleton/RightWeaponBack") attach_point_paths/11_weapon_shield_left = NodePath("armature/Armature/Skeleton/Shield") script = ExtResource( 8 ) +mesh_instance_path = NodePath("armature/Armature/Skeleton/MeshInstance") +skeleton_path = NodePath("armature/Armature/Skeleton") [node name="armature" parent="." instance=ExtResource( 6 )] script = ExtResource( 5 ) [node name="Skeleton" parent="armature/Armature" index="0"] transform = Transform( 1, -6.84064e-18, 1.54087e-25, 6.84064e-18, 1, 1.05378e-42, -1.54087e-25, 0, 1, 0, 0, 0 ) +bones/0/bound_children = [ NodePath("RootAttachment") ] +bones/1/bound_children = [ NodePath("RightHipAttachment"), NodePath("LeftHipAttachment") ] +bones/10/bound_children = [ NodePath("RightBackAttachment"), NodePath("LeftBackAttachment") ] +bones/14/bound_children = [ NodePath("RightHandAttachment") ] +bones/21/bound_children = [ NodePath("ShieldAttachment") ] +bones/22/bound_children = [ NodePath("LeftHandAttachment") ] +bones/27/bound_children = [ NodePath("NeckAttachment") ] [node name="MeshInstance" type="MeshInstance" parent="armature/Armature/Skeleton" index="0"] visible = false [node name="LeftHandAttachment" type="BoneAttachment" parent="armature/Armature/Skeleton" index="1"] -transform = Transform( 0.188157, 0.145046, -0.971369, 0.0882702, -0.98753, -0.130361, -0.978163, -0.0612146, -0.198614, 0.244036, 0.773574, -0.0200296 ) +transform = Transform( 0.178242, 0.137293, -0.974361, 0.0695386, -0.9895, -0.126706, -0.981525, -0.0451713, -0.185918, 0.240629, 0.77064, -0.0135979 ) bone_name = "left_hand" [node name="LeftHandAP" type="Spatial" parent="armature/Armature/Skeleton/LeftHandAttachment"] @@ -156,14 +165,14 @@ transform = Transform( -0.0646502, 0.683772, 0.726832, -0.148514, -0.726783, 0.6 script = ExtResource( 2 ) [node name="ShieldAttachment" type="BoneAttachment" parent="armature/Armature/Skeleton" index="2"] -transform = Transform( -0.0406676, 0.12356, 0.991503, -0.0727625, -0.990056, 0.120395, 0.996519, -0.0672481, 0.0492538, 0.214299, 1.01185, -0.00384494 ) +transform = Transform( -0.0304567, 0.115726, 0.992814, -0.0547942, -0.991975, 0.113947, 0.998032, -0.05093, 0.0365534, 0.212777, 1.00938, -0.00134053 ) bone_name = "left_forearm" [node name="LeftHandShield" type="Spatial" parent="armature/Armature/Skeleton/ShieldAttachment"] transform = Transform( 0.122585, 0.992132, -0.0242311, 0.987746, -0.124342, -0.0941345, -0.0964273, -0.0123912, -0.995239, 0.0157415, 0.108918, 0.0213161 ) [node name="RightHandAttachment" type="BoneAttachment" parent="armature/Armature/Skeleton" index="3"] -transform = Transform( -0.0370837, -0.0893548, -0.995309, -0.0909409, -0.99156, 0.0924068, -0.995166, 0.0939413, 0.0286449, -0.248013, 0.771704, -0.00950206 ) +transform = Transform( -0.0765276, -0.0800615, -0.993848, -0.0567859, -0.994803, 0.0845112, -0.99545, 0.062904, 0.0715836, -0.247435, 0.769703, -0.00345938 ) bone_name = "right_hand" [node name="RightHandAP" type="Spatial" parent="armature/Armature/Skeleton/RightHandAttachment"] @@ -179,7 +188,7 @@ transform = Transform( 1, 0, 0, 0, -1.62921e-07, 1, 0, -1, -1.62921e-07, 0, 0, 0 script = ExtResource( 2 ) [node name="NeckAttachment" type="BoneAttachment" parent="armature/Armature/Skeleton" index="5"] -transform = Transform( 0.999994, 0.00106162, -0.00327271, -0.000842232, 0.997799, 0.0663152, 0.00333591, -0.066312, 0.997793, 0.000883431, 1.31766, 0.000961275 ) +transform = Transform( 0.99999, -0.00322995, -0.00303278, 0.00343013, 0.997646, 0.0684912, 0.00280441, -0.0685009, 0.997647, 0.000907734, 1.31551, -7.88745e-05 ) bone_name = "neck" [node name="TorsoAP" type="Spatial" parent="armature/Armature/Skeleton/NeckAttachment"] @@ -187,28 +196,28 @@ transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, -0.04, -0.09 ) script = ExtResource( 2 ) [node name="RightHipAttachment" type="BoneAttachment" parent="armature/Armature/Skeleton" index="6"] -transform = Transform( 0.999554, 0.0298487, 1.41579e-08, -0.0298487, 0.999554, 4.71643e-07, -7.36469e-11, -4.71856e-07, 1, 0.000646701, 0.77617, 0 ) +transform = Transform( 0.999721, 0.0236193, 1.12032e-08, -0.0236193, 0.999721, 4.71722e-07, -5.82903e-11, -4.71855e-07, 1, 0.00311605, 0.774054, 0 ) bone_name = "pelvis" [node name="Spatial" type="Spatial" parent="armature/Armature/Skeleton/RightHipAttachment"] transform = Transform( 0.993372, -0.0110498, 0.114411, 0.0109836, 0.999939, 0.00120905, -0.114417, 5.56017e-05, 0.993433, -0.141825, 0.176866, 0.16621 ) [node name="LeftHipAttachment" type="BoneAttachment" parent="armature/Armature/Skeleton" index="7"] -transform = Transform( 0.999554, 0.0298487, 1.41579e-08, -0.0298487, 0.999554, 4.71643e-07, -7.36469e-11, -4.71856e-07, 1, 0.000646701, 0.77617, 0 ) +transform = Transform( 0.999721, 0.0236193, 1.12032e-08, -0.0236193, 0.999721, 4.71722e-07, -5.82903e-11, -4.71855e-07, 1, 0.00311605, 0.774054, 0 ) bone_name = "pelvis" [node name="Spatial" type="Spatial" parent="armature/Armature/Skeleton/LeftHipAttachment"] transform = Transform( 0.99343, -0.00240871, -0.114417, 0.00240855, 0.999997, -0.000139626, 0.114417, -0.00013687, 0.993433, 0.144429, 0.18077, 0.165634 ) [node name="RightBackAttachment" type="BoneAttachment" parent="armature/Armature/Skeleton" index="8"] -transform = Transform( 0.999994, 0.000544192, -0.00322462, -0.000569631, 0.999969, -0.00790054, 0.00322021, 0.00790234, 0.999964, 0.000781342, 1.13007, -0.000521188 ) +transform = Transform( 0.999989, -0.00371775, -0.00266693, 0.00370247, 0.999977, -0.00571864, 0.00268812, 0.00570872, 0.99998, 0.00160517, 1.12792, -0.00114982 ) bone_name = "spine_2" [node name="RightBackAP" type="Spatial" parent="armature/Armature/Skeleton/RightBackAttachment"] transform = Transform( 0.999997, -0.00244424, -0.000479204, 0.00243884, 0.999966, -3.47705e-05, 0.000479292, 3.44458e-05, 1, 0.000560207, -0.00363708, -0.120332 ) [node name="LeftBackAttachment" type="BoneAttachment" parent="armature/Armature/Skeleton" index="9"] -transform = Transform( 0.999994, 0.000544192, -0.00322462, -0.000569631, 0.999969, -0.00790054, 0.00322021, 0.00790234, 0.999964, 0.000781342, 1.13007, -0.000521188 ) +transform = Transform( 0.999989, -0.00371775, -0.00266693, 0.00370247, 0.999977, -0.00571864, 0.00268812, 0.00570872, 0.99998, 0.00160517, 1.12792, -0.00114982 ) bone_name = "spine_2" [node name="LeftBackAP" type="Spatial" parent="armature/Armature/Skeleton/LeftBackAttachment"] diff --git a/game/player/CharacterSkeletonGD.gd b/game/player/CharacterSkeletonGD.gd index 49a7a52..3b2949d 100644 --- a/game/player/CharacterSkeletonGD.gd +++ b/game/player/CharacterSkeletonGD.gd @@ -4,7 +4,7 @@ extends CharacterSkeleton3D # Copyright Péter Magyar relintai@gmail.com # MIT License, functionality from this class needs to be protable to the entity spell system -# Copyright (c) 2019 Péter Magyar +# Copyright (c) 2019-2021 Péter Magyar # Permission is hereby granted, free of charge, to any person obtaining a copy # of this software and associated documentation files (the "Software"), to deal @@ -24,3 +24,333 @@ extends CharacterSkeleton3D # OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE # SOFTWARE. +var job_script = preload("res://player/CharacterSkeletonMeshJob.gd") + +export(bool) var refresh_in_editor : bool = false setget editor_build +export(bool) var automatic_build : bool = false +export(bool) var use_lod : bool = true + +export(NodePath) var mesh_instance_path : NodePath +var mesh_instance : MeshInstance = null + +export(NodePath) var skeleton_path : NodePath +var skeleton : Skeleton + +export(Array, ModelVisual) var viss : Array + +var meshes : Array + +var _current_lod_level : int = 0 + +var _generating : bool = false + +var _mesh_job : ThreadPoolJob = null +var _material_cache : ESSMaterialCache = null + +var bone_names = { + 0: "root", + 1: "pelvis", + 2: "spine", + 3: "spine_1", + 4: "spine_2", + 5: "neck", + 6: "head", + + 7: "left_clavicle", + 8: "left_upper_arm", + 9: "left_forearm", + 10: "left_hand", + 11: "left_thunb_base", + 12: "left_thumb_end", + 13: "left_fingers_base", + 14: "left_fingers_end", + + 15: "right_clavicle", + 16: "right_upper_arm", + 17: "right_forearm", + 18: "right_hand", + 19: "right_thumb_base", + 20: "right_thumb_head", + 21: "right_fingers_base", + 22: "right_fingers_head", + + 23: "left_thigh", + 24: "left_calf", + 25: "left_foot", + + 26: "right_thigh", + 27: "right_calf", + 28: "right_foot", +} + + +var _textures : Array +var _texture : Texture + +var _editor_built : bool = false +var sheathed : bool = true + +func _enter_tree(): + _mesh_job = job_script.new() + _mesh_job.use_lod = use_lod + _mesh_job.connect("finished", self, "job_finished") + + meshes.resize(3) + + skeleton = get_node(skeleton_path) as Skeleton + mesh_instance = get_node(mesh_instance_path) as MeshInstance + + set_process(false) + + if Engine.editor_hint: + return + +# if not Engine.is_editor_hint(): + for iv in viss: + add_model_visual(iv as ModelVisual) + + call_deferred("sheath", sheathed) + + if automatic_build: + call_deferred("build_model") + +func _build_model(): + if _generating: + return + + _generating = true + + if Engine.is_editor_hint() and not refresh_in_editor: + set_process(false) + return + + if not automatic_build: + set_process(false) + return + + build() + set_process(false) + + model_dirty = false + +func build(): + setup_build_mesh() + + sort_layers() + + var data : Array = Array() + + for skele_point in range(ESS.skeletons_bones_index_get(entity_type).count(',') + 1): + var bone_name : String = get_bone_name(skele_point) + + if bone_name == "": + print("Bone name error") + continue + + var bone_idx : int = skeleton.find_bone(bone_name) + + var abi_dict : Dictionary = Dictionary() + + for abti in range(bone_additional_mesh_transform_count): + var obi : int = bone_additional_mesh_transform_bone_index_get(abti) + var bin = get_bone_name(obi) + var bi : int = skeleton.find_bone(bin) + + abi_dict[bi] = bone_additional_mesh_transform_transform_get(abti) * bone_additional_mesh_transform_user_transform_get(abti) + + var ddict : Dictionary = Dictionary() + for j in range(get_model_entry_count(skele_point)): + var entry : SkeletonModelEntry = get_model_entry(skele_point, j) + + for k in range(entry.entry.size): + if entry.entry.get_mesh(k): + ddict["bone_name"] = bone_name + ddict["bone_idx"] = bone_idx + + var global_pose = skeleton.get_bone_global_pose(bone_idx) + + ddict["transform"] = skeleton.get_bone_global_pose(bone_idx) + + if abi_dict.has(bone_idx): + global_pose *= abi_dict[bone_idx] + +# for abti in range(bone_model_additional_mesh_transform_count): +# var bin = get_bone_name(bone_model_additional_mesh_transform_bone_index_get(abti)) +# var bi : int = skeleton.find_bone(bin) +# +# if bone_idx == bi: +# global_pose *= bone_model_additional_mesh_transform_bone_transform_get(abti) +# break +# + ddict["transform"] = global_pose + + ddict["mesh"] = entry.entry.get_mesh(k) + + var texture_layer_array : Array = Array() + texture_layer_array.resize(ESS.texture_layers.count(",") + 1) + var texture_used : bool = false + + for j in range(get_model_entry_count(skele_point)): + var entry : SkeletonModelEntry = get_model_entry(skele_point, j) + + var layer : int = entry.entry.override_layer + + if texture_layer_array.size() <= layer || texture_layer_array[layer]: + continue + + for k in range(entry.entry.size): + if entry.entry.get_texture(k): + texture_layer_array[layer] = entry.entry.get_texture(k) + texture_used = true + break + + if texture_used: + ddict["textures"] = texture_layer_array + + if !ddict.empty(): + data.append(ddict) + + _mesh_job.data = data + _material_cache= ESS.material_cache_get(data.hash()) + + if _material_cache.material_get_num() == 0: + #lock just in case + _material_cache.mutex_lock() + + if _material_cache.material_get_num() == 0: + #this has to be done on the main thread! + _material_cache.initial_setup_default() + + _material_cache.mutex_unlock() + + _mesh_job.material_cache = _material_cache + + finish_build_mesh() + + ThreadPool.add_job(_mesh_job) +# _mesh_job.execute() + +func setup_build_mesh() -> void: + if mesh_instance != null: + mesh_instance.hide() + + if get_animation_tree() != null: + get_animation_tree().active = false + + if get_animation_player() != null: + get_animation_player().play("rest") + get_animation_player().seek(0, true) + +func finish_build_mesh() -> void: + mesh_instance.mesh = null +# mesh_instance.mesh = meshes[_current_lod_level] + + if get_animation_tree() != null: + get_animation_tree().active = true + + if mesh_instance != null: + mesh_instance.show() + + _generating = false + +func job_finished(): + meshes = _mesh_job.meshes + mesh_instance.mesh = meshes[_current_lod_level] + + if !mesh_instance.is_software_skinning_enabled(): + mesh_instance.initialize_skinning(true, true) + +func clear_mesh() -> void: + meshes.clear() + meshes.resize(3) + + if mesh_instance != null: + mesh_instance.mesh = null + +func editor_build(val : bool) -> void: + if not is_inside_tree(): + return + + skeleton = get_node(skeleton_path) as Skeleton + mesh_instance = get_node(mesh_instance_path) as MeshInstance + + if val: + _editor_built = true + build() + else: + clear_mesh() + _editor_built = false + + refresh_in_editor = val + +func get_bone_name(skele_point : int) -> String: + if bone_names.has(skele_point): + return bone_names[skele_point] + + return "" + +func _common_attach_point_index_get(point): + if point == EntityEnums.COMMON_SKELETON_POINT_LEFT_HAND: + return 0 + elif point == EntityEnums.COMMON_SKELETON_POINT_ROOT: + return 3 + elif point == EntityEnums.COMMON_SKELETON_POINT_SPINE_2: + return 6 + elif point == EntityEnums.COMMON_SKELETON_POINT_RIGHT_HAND: + return 1 + elif point == EntityEnums.COMMON_SKELETON_POINT_BACK: + return 6 + elif point == EntityEnums.COMMON_SKELETON_POINT_RIGHT_HIP: + return 4 + elif point == EntityEnums.COMMON_SKELETON_POINT_WEAPON_LEFT: + return 7 + elif point == EntityEnums.COMMON_SKELETON_POINT_WEAPON_LEFT_BACK: + return 9 + elif point == EntityEnums.COMMON_SKELETON_POINT_WEAPON_RIGHT: + return 8 + elif point == EntityEnums.COMMON_SKELETON_POINT_WEAPON_RIGHT_BACK: + return 10 + elif point == EntityEnums.COMMON_SKELETON_POINT_WEAPON_LEFT_SHIELD: + return 11 + + return 3 + +func set_lod_level(level : int) -> void: + if _current_lod_level == level: + return + + if meshes.size() == 0: + return + + if level < 0: + return + + if level >= meshes.size(): + level = meshes.size() - 1 + + _current_lod_level = level + + mesh_instance.mesh = meshes[_current_lod_level] + + if !mesh_instance.is_software_skinning_enabled(): + mesh_instance.initialize_skinning(true, true) + + + +func toggle_sheath(): + sheathed = not sheathed + sheath(sheathed) + + + +func sheath(on : bool) -> void: + var pos = 0 + + if not on: + pos = 1 + + attach_point_node_get(7).set_node_position(pos) + attach_point_node_get(8).set_node_position(pos) + attach_point_node_get(9).set_node_position(pos) + attach_point_node_get(10).set_node_position(pos) + attach_point_node_get(11).set_node_position(pos) diff --git a/game/player/CharacterSkeletonMeshJob.gd b/game/player/CharacterSkeletonMeshJob.gd new file mode 100644 index 0000000..4ed65ee --- /dev/null +++ b/game/player/CharacterSkeletonMeshJob.gd @@ -0,0 +1,157 @@ +tool +extends ThreadPoolJob + +# Copyright Péter Magyar relintai@gmail.com +# MIT License, functionality from this class needs to be protable to the entity spell system + +# Copyright (c) 2019-2021 Péter Magyar + +# Permission is hereby granted, free of charge, to any person obtaining a copy +# of this software and associated documentation files (the "Software"), to deal +# in the Software without restriction, including without limitation the rights +# to use, copy, modify, merge, publish, distribute, sublicense, and/or sell +# copies of the Software, and to permit persons to whom the Software is +# furnished to do so, subject to the following conditions: +# +# The above copyright notice and this permission notice shall be included in all +# copies or substantial portions of the Software. + +# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +# IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +# FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +# AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +# LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +# OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE +# SOFTWARE. + +export(bool) var use_lod : bool = true + +var meshes : Array + +var _generating : bool = false + +var _textures : Array +var material_cache : ESSMaterialCache = null +var materials : Array = Array() + +var data : Array + +signal finished + +func _execute(): + prepare_textures() + + meshes.clear() + + var mm : MeshMerger = MeshMerger.new() + mm.format = ArrayMesh.ARRAY_FORMAT_VERTEX | ArrayMesh.ARRAY_FORMAT_COLOR | ArrayMesh.ARRAY_FORMAT_BONES | ArrayMesh.ARRAY_FORMAT_INDEX | ArrayMesh.ARRAY_FORMAT_NORMAL | ArrayMesh.ARRAY_FORMAT_TEX_UV | ArrayMesh.ARRAY_FORMAT_WEIGHTS + var bones : PoolIntArray = PoolIntArray() + bones.resize(4) + bones[0] = 1 + bones[1] = 0 + bones[2] = 0 + bones[3] = 0 + var bonew : PoolRealArray = PoolRealArray() + bonew.resize(4) + bonew[0] = 1 + bonew[1] = 0 + bonew[2] = 0 + bonew[3] = 0 + + for ddict in data: + var bone_name : String = ddict["bone_name"] + var bone_idx : int = ddict["bone_idx"] + var texture : Texture = ddict["texture"] + #var atlas_texture : AtlasTexture = ddict["atlas_texture"] + var transform : Transform = ddict["transform"] + var mesh : MeshDataResource = ddict["mesh"] + + var rect : Rect2 = material_cache.texture_get_uv_rect(texture) + + bones[0] = bone_idx + + mm.add_mesh_data_resource_bone(mesh, bones, bonew, transform, rect) + + var arr : Array = mm.build_mesh() + + var mesh : ArrayMesh = ArrayMesh.new() + mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, arr) + mesh.surface_set_material(0, material_cache.material_lod_get(0)) + meshes.append(mesh) + + if use_lod: + arr = MeshUtils.merge_mesh_array(arr) + var meshl2 : ArrayMesh = ArrayMesh.new() + meshl2.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, arr) + meshl2.surface_set_material(0, material_cache.material_lod_get(1)) + meshes.append(meshl2) + + var texture : Texture = null + + var ml : Material = material_cache.material_lod_get(0) + + if ml is SpatialMaterial: + var spml : SpatialMaterial = ml + texture = spml.get_texture(SpatialMaterial.TEXTURE_ALBEDO) + elif ml is ShaderMaterial: + var sm : ShaderMaterial = ml + texture = sm.get_shader_param("texture_albedo") + + arr = MeshUtils.bake_mesh_array_uv(arr, texture) + arr[VisualServer.ARRAY_TEX_UV] = null + var meshl3 : ArrayMesh = ArrayMesh.new() + meshl3.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, arr) + meshl3.surface_set_material(0, material_cache.material_lod_get(2)) + meshes.append(meshl3) + + emit_signal("finished") +# call_deferred("emit_signal", "finished") + complete = true + +func prepare_textures() -> void: + if !material_cache.initialized: + material_cache.mutex_lock() + + #got initialized before we got the lock + #No need to have the lock anymore + if material_cache.initialized: + material_cache.mutex_unlock() + + var lmerger : TextureLayerMerger = TextureLayerMerger.new() + + for i in range(data.size()): + var ddict : Dictionary = data[i] + var textures : Array = ddict["textures"] + + var texture : Texture = null + var tcount : int = 0 + for j in range(textures.size()): + if textures[j]: + tcount += 1 + + if tcount > 1: + for j in range(textures.size() - 1, -1, -1): + if textures[j]: + lmerger.add_texture(textures[j]) + break + + lmerger.merge() + texture = lmerger.get_result_as_texture() + lmerger.clear() + else: + for j in range(textures.size() - 1, -1, -1): + if textures[j]: + texture = textures[j] + break + + ddict["texture"] = texture + + if texture != null: + if !material_cache.initialized: + material_cache.texture_add(texture) + + data[i] = ddict + + if !material_cache.initialized: + material_cache.refresh_rects() + material_cache.mutex_unlock() diff --git a/game/spritesheet_generator_3d/Sprite3Ds.tscn b/game/spritesheet_generator_3d/Sprite3Ds.tscn index 9964815..ae62d54 100644 --- a/game/spritesheet_generator_3d/Sprite3Ds.tscn +++ b/game/spritesheet_generator_3d/Sprite3Ds.tscn @@ -3,8 +3,6 @@ [ext_resource path="res://testsave.png" type="Texture" id=1] [ext_resource path="res://spritesheet_generator/SpriteMover.gd" type="Script" id=2] - - [sub_resource type="SpatialMaterial" id=1] flags_transparent = true params_billboard_mode = 1 @@ -16,7 +14,6 @@ cast_shadow = 0 flip_v = true pixel_size = 0.064 texture = ExtResource( 1 ) -vframes = 16 hframes = 16 +vframes = 16 script = ExtResource( 2 ) -