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It took us about 14 months to get a proper FBX importer working fully, since we had to engineer everything again: We rewrote all the mesh code to support all formats of FBX meshes correctly. Much like the work we have done with FBX we'd just be repeating work for example with mesh conversion. stable release. Known issues.
Use baked lightmaps instead. After several months of deliberation and prototypes, we settled on a really good approach to axis mapping , courtesy of Gilles Roudiere ( Groud ). Godot now supports 2D meshes , which can be used from code or converted from sprites to avoid drawing large transparent areas. Revamped filesystem dock.
You have to pay for extra plug-ins to export, for example, FBX meshes out of an engine. As of yet, there is no distributed baking. This basically means you can only bake lightmaps using a single machine. Plus, most users become accustomed to the new features that Cinemachine delivers in short order. Limitations on exporting.
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