Add ufbx for FBX importing

This update introduces a new import method for FBX files using ufbx. If the fbx2gltf import fails, it will use the most recently cached scene from the ufbx import. The process is sped up by introducing threads to load the ufbx portion.

Key changes include:

- Support for importing geometry helper nodes in FBX files.
- Addition of cameras and lights with updated names.
- Removal of the fbx importer manager.
- Introduction of ModelDocument3D and updates to its methods.
- Changes to FBX import options and visibility.
- Updating the documentation and handling some errors.
- Store the original non-unique node, mesh and animation names in FBX and glTF.

Co-Authored-By: bqqbarbhg <bqqbarbhg@gmail.com>
This commit is contained in:
K. S. Ernest (iFire) Lee 2024-02-16 05:25:15 -08:00 committed by Rémi Verschelde
parent 2fe8f07b6c
commit 04d43947bf
No known key found for this signature in database
GPG key ID: C3336907360768E1
63 changed files with 41642 additions and 912 deletions

View file

@ -1168,7 +1168,7 @@ bool ProjectConverter3To4::test_array_names() {
// Callable is special class, to which normal classes may be renamed.
if (!ClassDB::class_exists(StringName(new_class)) && new_class != "Callable") {
ERR_PRINT(vformat("Class \"%s\" does not exist in Godot 4, so it cannot be used in the conversion.", old_class));
ERR_PRINT(vformat("Class \"%s\" does not exist in Godot 4, so it cannot be used in the conversion.", new_class));
valid = false; // This probably should be only a warning, but not 100% sure - this would need to be added to CI.
}
}