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Allows automated moving of data stored in other file attributes into the Primary vertex color channel

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Invertex/GODOT_Vertex-Color-Import-Swapper

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Vertex Color Import Swapper - addon for Godot 4

Allows importing to automatically move data from a different mesh Attribute into the primary Vertex Color attribute.

Currently only handles GLTF files

Will automatically handle the proposed Blender GLTF export change of storing vertex color in the second channel (if that proposal goes through).**

Install:

Find it in the AssetLib inside your Godot Project! https://godotengine.org/asset-library/asset/2905

Otherwise, Manually installing this repo:
Copy the addons/IVX_VertexColorImportSwapper folder into your Project's /addons folder. **Ignore all other files**.

How It Works

Adds options to also define yourself where you want the primary vertex color data to be sourced from in the file:

The first option defines what "extras" attribute to look for a vertex-color attribute name in.

Example in Blender:

gltf_color_0 in the "Custom Properties" section defines an Attributes name, in this case _OUTLINECOLOR, and as you can see, I have such a named attribute in the "Attributes" section of my Object. That is the attribute the importer will look for. This allows you to use different attribute names in different objects and have this importer still handle it, instead of only being able to read one defined name in the Godot settings.

If gltf_color_0 is not found, then it will default to looking for an Attribute with the name you define in the second option of this addon's settings. _COLOR_0 in my example (default setting).

And if it finds neither of those, it will then see if there's already a secondary Vertex color channel in the asset, and will move it to the the First Vertex Channel for use in your shaders.

Ensuring your Custom Attribute is exported

The GLTF exporter will export any extra Attributes you have on meshes, as long as they start with an _ underscore. Like _MyVertexColor

To enable that feature, make sure this Attributes Export Option is checked:

Exporting "extras" from Blender

To make sure "extras" are exported for your objects in Blender, you need to make sure Custom Properties Export setting is checked:

You only need to do this part if you want to use the first option in this addon to grab the Attribute name from an Extras property.

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Allows automated moving of data stored in other file attributes into the Primary vertex color channel

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