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Add option for axis Y inverted,,, Front in blender is Back in Godot.-
enhancement
#128
opened May 11, 2021 by
esbvaGames
Exported material color and emission color values are wrong
bug
#115
opened Nov 22, 2019 by
LaBodilsen
Godot Export Manager: Cannot export anything. Location Unknown Error: -1
bug
#110
opened Jul 29, 2019 by
ReubenU
Meshes using blend shapes should force triangulation before exporting.
bug
#92
opened Nov 9, 2018 by
reduz
illegal chars in bone name like ':', '/' could broken Skeleton node
bug
#91
opened Oct 28, 2018 by
Jason0214
Better collada doesn't properly export when there's several armatures on the same mesh
bug
#84
opened Sep 27, 2018 by
ca3games
Multiple animations are not exported and (-loop) is not working
bug
#82
opened Aug 1, 2018 by
guilhermefelipecgs
Separate Godot Export Manager from the Collada exporter
enhancement
#80
opened Jul 17, 2018 by
CowThing
No options to import custom collision shape into the root node
enhancement
#75
opened Jun 24, 2018 by
Socterean
"Triangulate" option not compatible with "Shape-Keys" (morph) animations
bug
#69
opened May 9, 2018 by
akien-mga
Exported models use Z axis as their forward vector while Godot uses -Z
enhancement
#61
opened Mar 3, 2018 by
mysticfall
Add option to exclude bones marked with
ctrl
prefix only
enhancement
#60
opened Feb 24, 2018 by
mysticfall
Object names with special characters are invalid collada
bug
#58
opened Dec 28, 2017 by
hungrymonkey
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