V-Sekai Changelog - May 2021

This changelog is based on development updates from May 2021.

2021-05-31

  • 02:10 PM (chibifire): @Lyuma Merged Godot PR #49120 (Backport glTF module with scene export support).
  • 02:28 PM (chibifire): Discussion with Haagch on OpenXR port for Godot 4, specifically on handling VkInstance and VkPhysicalDevice between the plugin and engine.
  • 11:25 PM (lyuma): Tweeted about the V-Sekai VRM Importer and MToon Shader release for Godot 3 (Twitter Link).

2021-05-30

  • 03:58 AM (lyuma): Submitted “VRM Importer and MToon Shader” to Godot Asset Library (Asset #964, Issue #14, Video).
  • 05:58 AM (chibifire): V-Sekai released the VRM addon (Asset #964).

2021-05-29

  • 09:59 AM (lyuma): Ported Godette-Chan model to VRM format while working on a tutorial video and icon for Godot-VRM.
  • 10:06 AM (lyuma): Shared current version of Godette-Chan VRM model, created in Blender with some Unity setup for shader parameters and springbones.
  • 10:09 AM (lyuma): Debugging issue with MToon outlines in MixedLight mode; planning to demonstrate VRoid Studio character export.
  • 10:13 AM (lyuma): Fixed bugs and implemented anonymous skin joints for VRM importer to include all humanoid and springbones. GDNative glTF plugin build working in CI/CD for multi-platform support.
  • 10:52 AM (chibifire): Requested Ubuntu LTS version for CI/CD test matrix for Godot-VRM, in addition to Fedora.
  • 03:08 PM (chibifire): Identified bug in LOD on integer locations; requested assistance.
  • 05:57 PM (chibifire): Merged LOD fix (Godot PR #49197).

2021-05-28

  • 01:45 PM (chibifire): Shared SourcetrailDotnetIndexer with @Lyuma and @初音ミク for .NET assembly visualization.
  • 02:15 PM (chibifire): Investigating “CMValley_to_Godot_Demo” open content map.
  • 02:53 PM (lyuma): Updated godot-cpp due to godot_headers rename; fixed SConstruct and clang errors for glTF GDNative plugin.
  • 03:45 PM (chibifire): Organized work on the CMValley Godot Demo.

2021-05-27

  • 11:45 AM (chibifire): Discussed creating a realistically lit 3D game environment in Godot Engine.
  • 11:24 PM (chibifire): Conducted glTF code review.

2021-05-26

  • 02:25 AM (lyuma): Successfully ported glTF module to GDNative; VRM module now runs in Godot 3.3-stable. Export functionality is untested due to bugs.
  • 03:38 AM (lyuma): Tweeted about the VRM model importer for stable Godot Engine builds (3.2.2+) using GDNative for glTF support (Twitter Link).
  • 10:43 AM (chibifire): Shared OMI group values, to which V-Sekai contributed.
  • 02:17 PM (chibifire): Tokage improved Skeleton Gizmos (color choices, depth shadow bugfix).
  • 02:43 PM (lyuma): Filed glTF bugs (Godot #49111, Godot #49118) and PRs (Godot #48915, Godot #49119, Godot #49120).

2021-05-24

  • 08:37 AM (chibifire): Collaborated with Hutty to transfer glTF export technology to his voxel drawing tool.
  • 11:08 AM (saracenone): Progress on asset validation layer; outlined remaining issues (mesh/collider layers, value tracks, UI elements, error reporting, cyclic dependencies, scene embedding, web scene checks).
  • 11:13 AM (chibifire): Evaluating curve fitter from Maya2glTF (fire/Maya2glTF/tree/reducer-fire).

2021-05-23

  • 05:55 PM (chibifire): Pitching features for funding: Full glTF2/VRM pipeline, VRM retargeting system (BVH encoding), Basis Universal in glTF2, Quads in glTF2, Quad-based mesh simplification/LODs.
  • 05:56 PM (chibifire): Pitching USDZ support after Godot 4.0.

2021-05-22

  • 09:23 AM (chibifire): Meshoptimizer update and LOD normals fix merged (Godot PR #47764).

2021-05-21

  • 03:29 PM (chibifire): Discussed V-Sekai wider testing with Lyuma and Saracen, blocked by scene validation feature. Also, ability to post more tweets.
  • 03:51 PM (lyuma): Worked with @iFire on glTF debugging. Proposed approaches for glTF skeleton issues (radical parser change for 4.x, BoneAttachments for 3.x, or specific case handling in _determine_skeletons). Identified bugs related to SkinnedMesh animation, fake_joints, and missing mesh nodes in specific glTF files.
  • 04:31 PM (chibifire): Discussed QR/DataMatrix code for 15-frame animation encoding (lox9973.com/ShaderMotion/player-gltf.html) and OBS script for data reading.
  • 07:30 PM (chibifire): Investigating V-Sekai compilation for JavaScript.

2021-05-20

2021-05-19

  • 07:37 AM (chibifire): Resolved Linux RPM database issue, enabling WSL2 to work again.
  • 12:20 PM (chibifire): OMI Week 3: Attended talk, discussed OMI Identity with Robert Long, and lack of open-source OpenXR mobile client (OMI Issue #36 comment). Lyuma and chibifire summarized concerns about implementation ease and off-the-shelf code usability.
  • 09:21 PM (chibifire): Worked with Lyuma on glTF bug fixes: failing only once for mesh errors, skin duplication removal bug (check skin bind bone/name, pose transform), removed skin bind code, backported glTF 4.0 modules to 3.2.

2021-05-18

  • 07:01 AM (chibifire): @Lyuma: Discussed runtime glTF in Godot XR channel; potential political difficulty for merging, focusing on glTF export bug fixes instead.
  • 07:43 AM (chibifire): Posted last revision of runtime export (godot-extended-libraries/godot-fire/tree/extended-fire-master-runtime-gltf).
  • 07:46 AM (chibifire): GSOC 2021 started; mentoring Theoway on Visual Script node organization.
  • 10:41 AM (chibifire): Outlined coordination problems for V-Sekai 4.x: merge script name, V-Sekai/godot branch name, initial patch set for Godot master.
  • 11:32 AM (chibifire): Defined groups-4.x branch structure for V-Sekai Godot Engine Repo and merge-script-4.x for groups_merge_script Repo, listing required patches and features.

2021-05-17

  • 08:48 PM (chibifire): Worked with Lyuma and Tim on MotionShader to glTF2 (HackMD Link).

2021-05-16

  • 08:11 AM (chibifire): Brainstorming a general intermediate animation format, not tied to exact bone joint orientations.
  • 09:15 AM (chibifire): Thanked @lox9973 for providing training data for pose motion transfer tests (YouTube Playlist).
  • 02:11 PM (lyuma): Developed a custom shader inspector using EditorInspectorPlugin.
  • 02:19 PM (chibifire): Confirmed ability to process a massive dataset thanks to @lox9973.
  • 03:17 PM (chibifire): Submitted Blender glTF bug report (glTF-Blender-IO Issue #1392).
  • 03:22 PM (chibifire): Found workaround for Blender glTF bug: import into Godot and re-export as GLB.
  • 03:58 PM (saracenone): Fixed runtime switching of VR/flat modes, including avatar pose and VR controller issues.
  • 05:07 PM (saracenone): Additional fixes to XR switching; added ability to alter real-world height at runtime.

2021-05-15

  • 07:33 AM (lyuma): Pushed update to Godot-VRM for Godot 3.x (gd3 branch), pending finalization (V-Sekai/godot-vrm/tree/gd3).
  • 07:36 AM (lyuma): Planning to wipe history on V-Sekai/godot-vrm to remove large binary files.
  • 04:15 PM (chibifire): Testing animation retargeting software from Blender ecosystem with Jin’s VRM and Perfume dance BVH motion.
  • 06:13 PM (lyuma): Nearing release of import-only VRM addon for Godot; requested feedback.
  • 06:16 PM (lyuma): Godot-VRM branches: godot3 (Godot 3.3, no runtime patches, editor needs glTF module), master (Godot 4.x, no runtime patches, editor needs two engine fixes).
  • 10:53 PM (chibifire): Investigating ShaderMotion for creating a shader-based motion player, following ability to convert animations to various skeleton formats.

2021-05-14

  • 08:00 AM (saracenone): Fixed bugs for VR/flat mode runtime switching; some avatar issues remain.

2021-05-13

  • 10:48 AM (chibifire & Lyuma): Discussion about Jin’s proposal to re-rig OBJ models into VRM.
  • 11:14 AM (chibifire): Link to V-Sekai/vox-to-vrm.
  • 02:36 PM (lyuma): Unidot Importer: Imported lighting, basic environment settings, audio, cameras, and reflection probes for Traveler’s Rift; light baking now possible post-import.
  • 06:33 PM (chibifire): Explored VOX to VRM autorigging for static humanoid meshes.

2021-05-12

  • 04:34 PM (chibifire): OMI meeting: OKR review, progress difficult.
  • 05:48 PM (chibifire): Reviewed Basis Universal version update PR (Godot #46568).
  • 07:47 PM (saracenone): Fixed RenIK crashing (null skeleton assignment issue).
  • 08:14 PM (saracenone): Added patch to RenIK for direct bone ID assignment; avatars with in-between bones now usable.
  • 09:26 PM (chibifire): Rebased Godot 4.0 stack for VRM viewer work.
  • 11:35 PM (saracenone): Tweaked wrist span calculation for more accurate VR proportions on misaligned arm avatars.

2021-05-11

  • 06:49 AM (lyuma): Fixed EWBIK issue where results depended on root bone identity transform by transforming tip/target headings by inverse root transform.
  • 08:38 AM (chibifire): Inquired about Vive Con news.

2021-05-10

  • 10:21 AM (chibifire): Evaluated EWBIK with Motion Retargeting; suggestions made, but EWBIK too broken for conclusions.
  • 08:32 PM (chibifire): Debugged EWBIK extensively with Eron, removing hacks to reveal core issues for rebuilding.

2021-05-09

  • 07:34 AM (chibifire): Saracen/Lyuma suggested hint_string for skeleton bone attachment to get a filtering tree popup for bone selection.
  • 09:08 AM (chibifire): Many patches from @トカゲ merged.
  • 10:22 AM (saracenone): Added support for ordered grid super sampling and camera position-based billboarding with help from @Silent and @Lyuma.
  • 03:31 PM (chibifire): Designing system for creating IK targets from another skeletal animation using bone attachments and correction nodes.
  • 07:48 PM (chibifire): Working with Eron on EWBIK; next meeting scheduled.

2021-05-08

  • 03:42 AM (lyuma): Imported @Waai!’s Traveler’s Rift using Unidot, including collision meshes and light sources (custom shaders like skybox not ported).
  • 03:48 AM (lyuma): Manually added WorldEnvironment and tweaked light attenuation for Traveler’s Rift import.
  • 08:45 AM (saracenone): Fixed bugs with Collada importer.
  • 08:46 AM (saracenone): Collada semantics fix branches: 3.x, 4.0.

2021-05-07

  • 04:08 AM (chibifire): EWBIK todo: Dampening for natural pose, stabilization for constraint violation (stabilization after constraints implemented).
  • 06:51 AM (chibifire): Implemented EWBIK bone dampening.
  • 11:28 PM (lyuma): Set up Matrix server and federation; outlined next steps (godot-matrix interop, setup simplification, Matrix use cases).
  • 11:55 PM (chibifire): Chatted with Humbletim about importing existing armature into EWBIK Java.

2021-05-06

  • 08:45 AM (chibifire): Received reply from Glitchtip; use case generation required.

2021-05-05

  • 05:52 AM (lyuma): Akien arguing against Godot PR #48014 (expose set_surface_material and set_editable_instance).
  • 05:53 AM (lyuma): Godot VRM master branch up-to-date with Godot master (4.x) after PR and GDScript bug workaround; working on 3.x backports.
  • 11:28 AM (chibifire): Planning to show EWBIK changes to @Lyuma.
  • 02:29 PM (chibifire): Added better UI for creating effectors (targets and pins) in EWBIK.

2021-05-04

  • 05:55 AM (chibifire): Porting fire/godot/tree/2d-ik; needs input from Pouley.
  • 05:59 AM (chibifire): Working on merging Tokage’s PRs (Godot #48332 - discrete carry, Godot #48375).
  • 06:01 AM (chibifire): Requested @Saracen to respond to wave importer review (Godot PR #47389 comment).
  • 07:52 AM (chibifire): EWBIK next steps: Stiffness constraint (bone rotation preference), Kusudama constraint (rotation/twist limits).
  • 09:15 AM (chibifire): Debugged EWBIK with Eron; no conclusions.
  • 09:34 AM (chibifire): Discovered Pixie Labs (Apache 2 CNCF project for eBPF-based system probing).
  • 03:02 PM (chibifire): Realized parent-to-child was not enabled for EWBIK.

2021-05-03

  • 05:09 AM (chibifire): Scheduled meeting with Rafallus about EWBIK; working on glTF2 normalization PR.
  • 09:06 AM (lyuma): Implemented Unity binary asset format support in Unidot Importer (e.g., LightingData.asset).
  • 12:10 PM (chibifire): Discussed Godot Engine bug fixing with Lyuma.
  • 01:19 PM (chibifire): Updated Lottie (godot-extended-libraries/lottie/tree/next) with texture compression and frame interpolation.
  • 01:28 PM (chibifire): Confirmed power-of-two resize fixes etcpak crash for Lottie.
  • 02:19 PM (chibifire): Updated Lottie to use ZSTD PackedScene compression.
  • 02:20 PM (chibifire): Fetching 2D IK PR.
  • 02:23 PM (chibifire): PSA: Run godot --doctool after modifying public API to avoid documentation errors in Linux build.
  • 02:25 PM (chibifire): Godot Vulkan now runs SwiftShader (software renderer) on CI/CD (thanks Qarmin).
  • 06:29 PM (chibifire): EWBIK meeting with Rafallus: Discussed instability with close/multiple targets, Kusudama constraints, and disabling constraints in Java demo.

2021-05-02

  • 08:10 AM (chibifire): Godot SIMD proposal with fire/godot/tree/bc7enc_rdo and simd-everywhere/simde.
  • 12:48 PM (chibifire): Reviewed Godot Issue #41028 (BlendSpace2D discrete carry issue) with Tokage.
  • 02:00 PM (chibifire): Discussed glTF2 with Tylo#4997 (OMI server); Tylo worked on glTF2 furniture arrangements.
  • 02:01 PM (chibifire): OMI and WASM discussion ongoing.
  • 02:09 PM (chibifire): Noted wasm2c: Convert WASM files to C source and header.

2021-05-01

  • 09:42 AM (chibifire): Clamping NaNs, -Inf, +Inf in Godot Engine glTF exporter.
  • 11:59 AM (chibifire): Dealing with weight issues like [2, 2, 2, 2] [0.7, 0.3, 0.0, 0.0].
  • 03:34 PM (chibifire): Submitted a PR needing review.
  • 06:27 PM (chibifire): @Lyuma: Bone attachments implemented.
  • 06:35 PM (chibifire): Working on nested bone attachments that also have a skeleton.