I’ve recently upgraded to Blender 2.8, and while the interface is completely different from what I’ve worked with, I managed to get some textures applied and blender 2.8 already has a GLTF 2.0 exporter included. My issue is, when I convert though the SDK, I get black textures and an error in the console: “Could not find loader for extension KHR_materials_unlit”.
I can work around this by making an emission texture and setting the texture in place of the color. That loads in the engine properly, but the result is a brighter color on the avatar (it is emission/light, after all).
Basically: Is there a “proper” way to skin something in blender 2.8 in a way that the SDK’s converter will handle from GLTF 2 0? I am using SDK 3.2.4 as well.
My options come down to:
- Find the "right’ way to skin it.
- Find a way to add a loader into the SDK.
- Load the model (as gltf or any another format) into the engine one way or another and use it to save to .j3o.
- Import the model in its hacked-together state (with the “glowing”), make alterations through the engine and re-save it to .j3o.
Given that I’m using a new Blender version and a different format for interchange in my pipeline, there are a lot of other unaccounted variables. I just found it odd that there’s astoundingly little mention of “Could not find loader for extension KHR_materials_unlit” in the forums. I found one post where it was mentioned, but not really addressed.
Thank you for your patience.