- Edited
I am not sure if blender is not exporting vertex colors correctly, or if Godot isn't importing them correctly. I can see my vertex colors, and they do look correct, but their values are wrong.
I made a character in blender, and assigned it 9 vertex colors. RGB values. Skin 1, .8, .7 Nails 1, 1, 1 Pupil 0.1, 0.1, 0.1 Lash 0, 0, 0 Sclera .9 *3 Eye Color .1, .4, 1 Lips 1, .6, .7 Teeth .7, .8, 1 Mouth .5, .1, .1
When I loop through the vertexes in Godot, and retrieve their color I get:
1, 0.8, 0.701961,1, = Skin 1,1,1,1, = Nails 0.101961,0.101961,0.101961,1 = Pupil 0,0,0,1, = Lash 0.901961,0.901961,0.901961,1, = Sclera 0.101961,0.4,0.901961,1, = Eye Color 1,0.6,0.701961,1, = Lips 0.701961,0.8,1,1, = Teeth 0.501961,0.101961,0.101961,1 = Mouth
Only black, and white are correct. All other colors are just slightly off. I have tried deleting the color map, and making a new one. I also tried importing with / without materials. I tried with, and without materials in Godot, different material options. Just looking for suggestions, or ideas on what would cause this. I am guessing maybe some sort of Gamma correction in the export / import pipe.
Update: I exported the model to Modo Indie as an obj, and added the vertex colors. I exported as glTf into Godot, and check vertex colors and here is what I get: I only added 2 colors, but I get 3 back. (1, 1, 1,) = nails (1,0.6,0.447059,0) = skin, (0,0,0,1) = I didn't add this color
Using Blender 2.78c, Better Collada exporter, Godot v3.05.stable.official.6a88e22 on steam.