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Add Open Asset Import Library to Godot.

FBX support and MMD (pmx) support.

Normals, Albedo, Metallic, and Roughness through Arnold 5 Materials for Maya FBX.

Maya FBX Stingray PBS support.

Importing FBX static meshes work.

Importing FBX animations is a work in progress.

Supports FBX 4 bone influence animations.

Supports FBX blend shapes.

MMDs do not have an associated animation import yet.

Sponsored by IMVU Inc.
K. S. Ernest (iFire) Lee пре 6 година
родитељ
комит
e3ef7f214a

+ 38 - 0
doc/classes/EditorSceneImporterAssimp.xml

@@ -0,0 +1,38 @@
+<?xml version="1.0" encoding="UTF-8" ?>
+<class name="EditorSceneImporterAssimp" inherits="EditorSceneImporter" category="Core" version="3.2">
+	<brief_description>
+		This is a multi-format 3d asset importer.
+	</brief_description>
+	<description>
+		This is a multi-format 3d asset importer.
+		Use these FBX export settings from Autodesk Maya.
+		[codeblock]
+		* Smoothing Groups
+		* Smooth Mesh
+		* Triangluate (For mesh with blendshapes)
+		* Bake Animation
+		* Resample All
+		* Deformed Models
+		* Skins
+		* Blend Shapes
+		* Curve Filters
+		* Constant Key Reducer
+		* Auto Tangents Only
+		* DO NOT CHECK Constraints (Will Break File)
+		* Can check Embed Media (Embeds textures into FBX file to import)
+		-- Note: When importing embed media, texture and mesh will be a un-alterable file.
+		--       Reimport of fbx with updated texture is need if texture is updated.
+		* Units: Centimeters
+		* Up Axis: Y
+		* Binary format in FBX 2017
+		[/codeblock]
+	</description>
+	<tutorials>
+	</tutorials>
+	<demos>
+	</demos>
+	<methods>
+	</methods>
+	<constants>
+	</constants>
+</class>

+ 1 - 1
drivers/gles3/rasterizer_storage_gles3.cpp

@@ -4131,7 +4131,7 @@ void RasterizerStorageGLES3::mesh_render_blend_shapes(Surface *s, const float *p
 	for (int ti = 0; ti < mtc; ti++) {
 		float weight = p_weights[ti];
 
-		if (weight < 0.001) //not bother with this one
+		if (weight < 0.00001) //not bother with this one
 			continue;
 
 		glBindVertexArray(s->blend_shapes[ti].array_id);

+ 95 - 0
modules/assimp/SCsub

@@ -0,0 +1,95 @@
+#!/usr/bin/env python
+
+Import('env')
+Import('env_modules')
+
+env_assimp = env_modules.Clone()
+env_assimp.Append(CPPPATH=['#thirdparty/assimp'])
+env_assimp.Append(CPPPATH=['#thirdparty/assimp/include'])
+env_assimp.Append(CPPPATH=['#thirdparty/assimp/code/Importer/IFC'])
+env_assimp.Append(CPPPATH=['#thirdparty/misc'])
+env_assimp.Append(CPPPATH=['#thirdparty/assimp/code'])
+env_assimp.Append(CPPPATH=['#thirdparty/assimp/contrib/irrXML/'])
+env_assimp.Append(CPPPATH=['#thirdparty/assimp/contrib/unzip/'])
+env_assimp.Append(CPPPATH=['#thirdparty/assimp/code/Importer/STEPParser'])
+env_assimp.Append(CPPPATH=['#thirdparty/assimp/'])
+env_assimp.Append(CPPPATH=['#thirdparty/zlib/'])
+env_assimp.Append(CPPPATH=['#thirdparty/assimp/contrib/openddlparser/include'])
+env_assimp.Append(CPPPATH=['#thirdparty/assimp/contrib/rapidjson/include'])
+env_assimp.Append(CPPPATH=['.'])
+#env_assimp.Append(CPPFLAGS=['-DASSIMP_DOUBLE_PRECISION']) # TODO default to what godot is compiled with for future double support
+env_assimp.Append(CPPFLAGS=['-DASSIMP_BUILD_BOOST_WORKAROUND'])
+env_assimp.Append(CPPFLAGS=['-DOPENDDLPARSER_BUILD'])
+env_assimp.Append(CPPFLAGS=['-DASSIMP_BUILD_NO_OWN_ZLIB'])
+env_assimp.Append(CPPFLAGS=['-DASSIMP_BUILD_NO_EXPORT'])
+env_assimp.Append(CPPFLAGS=['-DASSIMP_BUILD_NO_X_IMPORTER'])
+env_assimp.Append(CPPFLAGS=['-DASSIMP_BUILD_NO_AMF_IMPORTER'])
+env_assimp.Append(CPPFLAGS=['-DASSIMP_BUILD_NO_3DS_IMPORTER'])
+env_assimp.Append(CPPFLAGS=['-DASSIMP_BUILD_NO_MD3_IMPORTER'])
+env_assimp.Append(CPPFLAGS=['-DASSIMP_BUILD_NO_MD5_IMPORTER'])
+env_assimp.Append(CPPFLAGS=['-DASSIMP_BUILD_NO_MDL_IMPORTER'])
+env_assimp.Append(CPPFLAGS=['-DASSIMP_BUILD_NO_MD2_IMPORTER'])
+env_assimp.Append(CPPFLAGS=['-DASSIMP_BUILD_NO_PLY_IMPORTER'])
+env_assimp.Append(CPPFLAGS=['-DASSIMP_BUILD_NO_ASE_IMPORTER'])
+env_assimp.Append(CPPFLAGS=['-DASSIMP_BUILD_NO_OBJ_IMPORTER'])
+env_assimp.Append(CPPFLAGS=['-DASSIMP_BUILD_NO_HMP_IMPORTER'])
+env_assimp.Append(CPPFLAGS=['-DASSIMP_BUILD_NO_SMD_IMPORTER'])
+env_assimp.Append(CPPFLAGS=['-DASSIMP_BUILD_NO_MDC_IMPORTER'])
+env_assimp.Append(CPPFLAGS=['-DASSIMP_BUILD_NO_MD5_IMPORTER'])
+env_assimp.Append(CPPFLAGS=['-DASSIMP_BUILD_NO_STL_IMPORTER'])
+env_assimp.Append(CPPFLAGS=['-DASSIMP_BUILD_NO_LWO_IMPORTER'])
+env_assimp.Append(CPPFLAGS=['-DASSIMP_BUILD_NO_DXF_IMPORTER'])
+env_assimp.Append(CPPFLAGS=['-DASSIMP_BUILD_NO_NFF_IMPORTER'])
+env_assimp.Append(CPPFLAGS=['-DASSIMP_BUILD_NO_RAW_IMPORTER'])
+env_assimp.Append(CPPFLAGS=['-DASSIMP_BUILD_NO_SIB_IMPORTER'])
+env_assimp.Append(CPPFLAGS=['-DASSIMP_BUILD_NO_OFF_IMPORTER'])
+env_assimp.Append(CPPFLAGS=['-DASSIMP_BUILD_NO_AC_IMPORTER'])
+env_assimp.Append(CPPFLAGS=['-DASSIMP_BUILD_NO_BVH_IMPORTER'])
+env_assimp.Append(CPPFLAGS=['-DASSIMP_BUILD_NO_IRRMESH_IMPORTER'])
+env_assimp.Append(CPPFLAGS=['-DASSIMP_BUILD_NO_IRR_IMPORTER'])
+env_assimp.Append(CPPFLAGS=['-DASSIMP_BUILD_NO_Q3D_IMPORTER'])
+env_assimp.Append(CPPFLAGS=['-DASSIMP_BUILD_NO_B3D_IMPORTER'])
+env_assimp.Append(CPPFLAGS=['-DASSIMP_BUILD_NO_COLLADA_IMPORTER'])
+env_assimp.Append(CPPFLAGS=['-DASSIMP_BUILD_NO_TERRAGEN_IMPORTER'])
+env_assimp.Append(CPPFLAGS=['-DASSIMP_BUILD_NO_CSM_IMPORTER'])
+env_assimp.Append(CPPFLAGS=['-DASSIMP_BUILD_NO_3D_IMPORTER'])
+env_assimp.Append(CPPFLAGS=['-DASSIMP_BUILD_NO_LWS_IMPORTER'])
+env_assimp.Append(CPPFLAGS=['-DASSIMP_BUILD_NO_OGRE_IMPORTER'])
+env_assimp.Append(CPPFLAGS=['-DASSIMP_BUILD_NO_OPENGEX_IMPORTER'])
+env_assimp.Append(CPPFLAGS=['-DASSIMP_BUILD_NO_MS3D_IMPORTER'])
+env_assimp.Append(CPPFLAGS=['-DASSIMP_BUILD_NO_COB_IMPORTER'])
+env_assimp.Append(CPPFLAGS=['-DASSIMP_BUILD_NO_BLEND_IMPORTER'])
+env_assimp.Append(CPPFLAGS=['-DASSIMP_BUILD_NO_Q3BSP_IMPORTER'])
+env_assimp.Append(CPPFLAGS=['-DASSIMP_BUILD_NO_NDO_IMPORTER'])
+env_assimp.Append(CPPFLAGS=['-DASSIMP_BUILD_NO_STEP_IMPORTER'])
+env_assimp.Append(CPPFLAGS=['-DASSIMP_BUILD_NO_IFC_IMPORTER'])
+env_assimp.Append(CPPFLAGS=['-DASSIMP_BUILD_NO_XGL_IMPORTER'])
+env_assimp.Append(CPPFLAGS=['-DASSIMP_BUILD_NO_ASSBIN_IMPORTER'])
+env_assimp.Append(CPPFLAGS=['-DASSIMP_BUILD_NO_GLTF_IMPORTER'])
+env_assimp.Append(CPPFLAGS=['-DASSIMP_BUILD_NO_C4D_IMPORTER'])
+env_assimp.Append(CPPFLAGS=['-DASSIMP_BUILD_NO_3MF_IMPORTER'])
+env_assimp.Append(CPPFLAGS=['-DASSIMP_BUILD_NO_X3D_IMPORTER'])
+
+env_assimp.Append(CPPFLAGS=['-DASSIMP_BUILD_SINGLETHREADED'])
+
+if (not env.msvc):
+    env_assimp.Append(CXXFLAGS=['-std=c++11'])
+elif (env.msvc == False and env['platform'] == 'windows'):
+    env_assimp.Append(LDFLAGS=['-pthread'])
+
+if(env['platform'] == 'windows'):
+    env_assimp.Append(CPPFLAGS=['-DPLATFORM_WINDOWS'])
+    env_assimp.Append(CPPFLAGS=['-DPLATFORM=WINDOWS'])
+elif(env['platform'] == 'x11'):
+    env_assimp.Append(CPPFLAGS=['-DPLATFORM_LINUX'])
+    env_assimp.Append(CPPFLAGS=['-DPLATFORM=LINUX'])
+elif(env['platform'] == 'osx'):
+    env_assimp.Append(CPPFLAGS=['-DPLATFORM_DARWIN'])
+    env_assimp.Append(CPPFLAGS=['-DPLATFORM=DARWIN'])
+    
+env_thirdparty = env_assimp.Clone()
+env_thirdparty.disable_warnings()
+env_thirdparty.add_source_files(env.modules_sources, Glob('#thirdparty/assimp/code/*.cpp'))
+
+# Godot's own source files
+env_assimp.add_source_files(env.modules_sources, "*.cpp")

+ 5 - 0
modules/assimp/config.py

@@ -0,0 +1,5 @@
+def can_build(env, platform):
+    return env['tools']
+
+def configure(env):
+    pass

+ 2181 - 0
modules/assimp/editor_scene_importer_assimp.cpp

@@ -0,0 +1,2181 @@
+/*************************************************************************/
+/*  editor_scene_importer_assimp.cpp                                     */
+/*************************************************************************/
+/*                       This file is part of:                           */
+/*                           GODOT ENGINE                                */
+/*                      https://godotengine.org                          */
+/*************************************************************************/
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur.                 */
+/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md)    */
+/*                                                                       */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the       */
+/* "Software"), to deal in the Software without restriction, including   */
+/* without limitation the rights to use, copy, modify, merge, publish,   */
+/* distribute, sublicense, and/or sell copies of the Software, and to    */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions:                                             */
+/*                                                                       */
+/* The above copyright notice and this permission notice shall be        */
+/* included in all copies or substantial portions of the Software.       */
+/*                                                                       */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,       */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF    */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY  */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,  */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE     */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                */
+/*************************************************************************/
+
+#include "assimp/DefaultLogger.hpp"
+#include "assimp/Importer.hpp"
+#include "assimp/LogStream.hpp"
+#include "assimp/Logger.hpp"
+#include "assimp/SceneCombiner.h"
+#include "assimp/cexport.h"
+#include "assimp/cimport.h"
+#include "assimp/matrix4x4.h"
+#include "assimp/pbrmaterial.h"
+#include "assimp/postprocess.h"
+#include "assimp/scene.h"
+
+#include "core/bind/core_bind.h"
+#include "core/io/image_loader.h"
+#include "editor/editor_file_system.h"
+#include "editor/import/resource_importer_scene.h"
+#include "editor_scene_importer_assimp.h"
+#include "editor_settings.h"
+#include "scene/3d/camera.h"
+#include "scene/3d/light.h"
+#include "scene/3d/mesh_instance.h"
+#include "scene/animation/animation_player.h"
+#include "scene/main/node.h"
+#include "scene/resources/material.h"
+#include "scene/resources/surface_tool.h"
+#include "zutil.h"
+#include <string>
+
+void EditorSceneImporterAssimp::get_extensions(List<String> *r_extensions) const {
+
+	const String import_setting_string = "filesystem/import/open_asset_import/";
+
+	Map<String, ImportFormat> import_format;
+	{
+		Vector<String> exts;
+		exts.push_back("fbx");
+		ImportFormat import = { exts, true };
+		import_format.insert("fbx", import);
+	}
+	{
+		Vector<String> exts;
+		exts.push_back("pmx");
+		ImportFormat import = { exts, true };
+		import_format.insert("mmd", import);
+	}
+	for (Map<String, ImportFormat>::Element *E = import_format.front(); E; E = E->next()) {
+		_register_project_setting_import(E->key(), import_setting_string, E->get().extensions, r_extensions, E->get().is_default);
+	}
+}
+
+void EditorSceneImporterAssimp::_register_project_setting_import(const String generic, const String import_setting_string, const Vector<String> &exts, List<String> *r_extensions, const bool p_enabled) const {
+	const String use_generic = "use_" + generic;
+	_GLOBAL_DEF(import_setting_string + use_generic, p_enabled, true);
+	if (ProjectSettings::get_singleton()->get(import_setting_string + use_generic)) {
+		for (int32_t i = 0; i < exts.size(); i++) {
+			r_extensions->push_back(exts[i]);
+		}
+	}
+}
+
+uint32_t EditorSceneImporterAssimp::get_import_flags() const {
+	return IMPORT_SCENE;
+}
+
+AssimpStream::AssimpStream() {
+	// empty
+}
+
+AssimpStream::~AssimpStream() {
+	// empty
+}
+
+void AssimpStream::write(const char *message) {
+	print_verbose(String("Open Asset Import: ") + String(message).strip_edges());
+}
+
+void EditorSceneImporterAssimp::_bind_methods() {
+}
+
+Node *EditorSceneImporterAssimp::import_scene(const String &p_path, uint32_t p_flags, int p_bake_fps, List<String> *r_missing_deps, Error *r_err) {
+	Assimp::Importer importer;
+	std::wstring w_path = ProjectSettings::get_singleton()->globalize_path(p_path).c_str();
+	std::string s_path(w_path.begin(), w_path.end());
+	importer.SetPropertyBool(AI_CONFIG_PP_FD_REMOVE, true);
+	// Cannot remove pivot points because the static mesh will be in the wrong place
+	importer.SetPropertyBool(AI_CONFIG_IMPORT_FBX_PRESERVE_PIVOTS, true);
+	int32_t max_bone_weights = 4;
+	//if (p_flags & IMPORT_ANIMATION_EIGHT_WEIGHTS) {
+	//	const int eight_bones = 8;
+	//	importer.SetPropertyBool(AI_CONFIG_PP_LBW_MAX_WEIGHTS, eight_bones);
+	//	max_bone_weights = eight_bones;
+	//}
+
+	importer.SetPropertyInteger(AI_CONFIG_PP_SBP_REMOVE, aiPrimitiveType_LINE | aiPrimitiveType_POINT);
+	//importer.SetPropertyFloat(AI_CONFIG_PP_DB_THRESHOLD, 1.0f);
+	int32_t post_process_Steps = aiProcess_CalcTangentSpace |
+								 //aiProcess_FlipUVs |
+								 //aiProcess_FlipWindingOrder |
+								 aiProcess_DropNormals |
+								 aiProcess_GenSmoothNormals |
+								 aiProcess_JoinIdenticalVertices |
+								 aiProcess_ImproveCacheLocality |
+								 aiProcess_LimitBoneWeights |
+								 //aiProcess_RemoveRedundantMaterials | // Causes a crash
+								 aiProcess_SplitLargeMeshes |
+								 aiProcess_Triangulate |
+								 aiProcess_GenUVCoords |
+								 //aiProcess_FindDegenerates |
+								 aiProcess_SortByPType |
+								 aiProcess_FindInvalidData |
+								 aiProcess_TransformUVCoords |
+								 aiProcess_FindInstances |
+								 //aiProcess_FixInfacingNormals |
+								 //aiProcess_ValidateDataStructure |
+								 aiProcess_OptimizeMeshes |
+								 //aiProcess_OptimizeGraph |
+								 //aiProcess_Debone |
+								 aiProcess_EmbedTextures |
+								 aiProcess_SplitByBoneCount |
+								 0;
+	const aiScene *scene = importer.ReadFile(s_path.c_str(),
+			post_process_Steps);
+	ERR_EXPLAIN(String("Open Asset Import failed to open: ") + String(importer.GetErrorString()));
+	ERR_FAIL_COND_V(scene == NULL, NULL);
+	return _generate_scene(p_path, scene, p_flags, p_bake_fps, max_bone_weights);
+}
+
+template <class T>
+struct EditorSceneImporterAssetImportInterpolate {
+
+	T lerp(const T &a, const T &b, float c) const {
+
+		return a + (b - a) * c;
+	}
+
+	T catmull_rom(const T &p0, const T &p1, const T &p2, const T &p3, float t) {
+
+		float t2 = t * t;
+		float t3 = t2 * t;
+
+		return 0.5f * ((2.0f * p1) + (-p0 + p2) * t + (2.0f * p0 - 5.0f * p1 + 4 * p2 - p3) * t2 + (-p0 + 3.0f * p1 - 3.0f * p2 + p3) * t3);
+	}
+
+	T bezier(T start, T control_1, T control_2, T end, float t) {
+		/* Formula from Wikipedia article on Bezier curves. */
+		real_t omt = (1.0 - t);
+		real_t omt2 = omt * omt;
+		real_t omt3 = omt2 * omt;
+		real_t t2 = t * t;
+		real_t t3 = t2 * t;
+
+		return start * omt3 + control_1 * omt2 * t * 3.0 + control_2 * omt * t2 * 3.0 + end * t3;
+	}
+};
+
+//thank you for existing, partial specialization
+template <>
+struct EditorSceneImporterAssetImportInterpolate<Quat> {
+
+	Quat lerp(const Quat &a, const Quat &b, float c) const {
+		ERR_FAIL_COND_V(!a.is_normalized(), Quat());
+		ERR_FAIL_COND_V(!b.is_normalized(), Quat());
+
+		return a.slerp(b, c).normalized();
+	}
+
+	Quat catmull_rom(const Quat &p0, const Quat &p1, const Quat &p2, const Quat &p3, float c) {
+		ERR_FAIL_COND_V(!p1.is_normalized(), Quat());
+		ERR_FAIL_COND_V(!p2.is_normalized(), Quat());
+
+		return p1.slerp(p2, c).normalized();
+	}
+
+	Quat bezier(Quat start, Quat control_1, Quat control_2, Quat end, float t) {
+		ERR_FAIL_COND_V(!start.is_normalized(), Quat());
+		ERR_FAIL_COND_V(!end.is_normalized(), Quat());
+
+		return start.slerp(end, t).normalized();
+	}
+};
+
+template <class T>
+T EditorSceneImporterAssimp::_interpolate_track(const Vector<float> &p_times, const Vector<T> &p_values, float p_time, AssetImportAnimation::Interpolation p_interp) {
+	//could use binary search, worth it?
+	int idx = -1;
+	for (int i = 0; i < p_times.size(); i++) {
+		if (p_times[i] > p_time)
+			break;
+		idx++;
+	}
+
+	EditorSceneImporterAssetImportInterpolate<T> interp;
+
+	switch (p_interp) {
+		case AssetImportAnimation::INTERP_LINEAR: {
+
+			if (idx == -1) {
+				return p_values[0];
+			} else if (idx >= p_times.size() - 1) {
+				return p_values[p_times.size() - 1];
+			}
+
+			float c = (p_time - p_times[idx]) / (p_times[idx + 1] - p_times[idx]);
+
+			return interp.lerp(p_values[idx], p_values[idx + 1], c);
+
+		} break;
+		case AssetImportAnimation::INTERP_STEP: {
+
+			if (idx == -1) {
+				return p_values[0];
+			} else if (idx >= p_times.size() - 1) {
+				return p_values[p_times.size() - 1];
+			}
+
+			return p_values[idx];
+
+		} break;
+		case AssetImportAnimation::INTERP_CATMULLROMSPLINE: {
+
+			if (idx == -1) {
+				return p_values[1];
+			} else if (idx >= p_times.size() - 1) {
+				return p_values[1 + p_times.size() - 1];
+			}
+
+			float c = (p_time - p_times[idx]) / (p_times[idx + 1] - p_times[idx]);
+
+			return interp.catmull_rom(p_values[idx - 1], p_values[idx], p_values[idx + 1], p_values[idx + 3], c);
+
+		} break;
+		case AssetImportAnimation::INTERP_CUBIC_SPLINE: {
+
+			if (idx == -1) {
+				return p_values[1];
+			} else if (idx >= p_times.size() - 1) {
+				return p_values[(p_times.size() - 1) * 3 + 1];
+			}
+
+			float c = (p_time - p_times[idx]) / (p_times[idx + 1] - p_times[idx]);
+
+			T from = p_values[idx * 3 + 1];
+			T c1 = from + p_values[idx * 3 + 2];
+			T to = p_values[idx * 3 + 4];
+			T c2 = to + p_values[idx * 3 + 3];
+
+			return interp.bezier(from, c1, c2, to, c);
+
+		} break;
+	}
+
+	ERR_FAIL_V(p_values[0]);
+}
+
+Spatial *EditorSceneImporterAssimp::_generate_scene(const String &p_path, const aiScene *scene, const uint32_t p_flags, int p_bake_fps, const int32_t p_max_bone_weights) {
+	ERR_FAIL_COND_V(scene == NULL, NULL);
+	Spatial *root = memnew(Spatial);
+	AnimationPlayer *ap = NULL;
+	if (p_flags & IMPORT_ANIMATION) {
+		ap = memnew(AnimationPlayer);
+		root->add_child(ap);
+		ap->set_owner(root);
+		ap->set_name(TTR("AnimationPlayer"));
+	}
+	Set<String> bone_names;
+	Set<String> light_names;
+	Set<String> camera_names;
+	real_t factor = 1.0f;
+	String ext = p_path.get_file().get_extension().to_lower();
+	if ((ext == "fbx")) {
+		if (scene->mMetaData != NULL) {
+			scene->mMetaData->Get("UnitScaleFactor", factor);
+			factor = factor * 0.01f;
+		}
+	}
+	for (size_t l = 0; l < scene->mNumLights; l++) {
+		Light *light = NULL;
+		aiLight *ai_light = scene->mLights[l];
+		ERR_CONTINUE(ai_light == NULL);
+		if (ai_light->mType == aiLightSource_DIRECTIONAL) {
+			light = memnew(DirectionalLight);
+			Vector3 dir = Vector3(ai_light->mDirection.y, ai_light->mDirection.x, ai_light->mDirection.z);
+			dir.normalize();
+			Transform xform;
+			Quat quat;
+			quat.set_euler(dir);
+			Vector3 pos = Vector3(ai_light->mPosition.x, ai_light->mPosition.y, ai_light->mPosition.z);
+			pos = factor * pos;
+			xform.origin = pos;
+			light->set_transform(xform);
+		} else if (ai_light->mType == aiLightSource_POINT) {
+			light = memnew(OmniLight);
+			Vector3 pos = Vector3(ai_light->mPosition.x, ai_light->mPosition.y, ai_light->mPosition.z);
+			Transform xform;
+			xform.origin = pos;
+			pos = factor * pos;
+			light->set_transform(xform);
+			// No idea for energy
+			light->set_param(Light::PARAM_ATTENUATION, 0.0f);
+		} else if (ai_light->mType == aiLightSource_SPOT) {
+			light = memnew(SpotLight);
+			Vector3 pos = Vector3(ai_light->mPosition.x, ai_light->mPosition.y, ai_light->mPosition.z);
+			pos = factor * pos;
+			Transform xform;
+			xform.origin = pos;
+			Vector3 dir = Vector3(ai_light->mDirection.y, ai_light->mDirection.x, ai_light->mDirection.z);
+			dir.normalize();
+			Quat quat;
+			quat.set_euler(dir);
+			xform.basis = quat;
+			light->set_transform(xform);
+			// No idea for energy
+			light->set_param(Light::PARAM_ATTENUATION, 0.0f);
+		}
+		ERR_CONTINUE(light == NULL);
+		light->set_color(Color(ai_light->mColorDiffuse.r, ai_light->mColorDiffuse.g, ai_light->mColorDiffuse.b));
+		root->add_child(light);
+		light->set_name(_ai_string_to_string(ai_light->mName));
+		light->set_owner(root);
+		light_names.insert(_ai_string_to_string(scene->mLights[l]->mName));
+	}
+	for (size_t c = 0; c < scene->mNumCameras; c++) {
+		aiCamera *ai_camera = scene->mCameras[c];
+		Camera *camera = memnew(Camera);
+		float near = ai_camera->mClipPlaneNear;
+		if (Math::is_equal_approx(near, 0.0f)) {
+			near = 0.1f;
+		}
+		camera->set_perspective(Math::rad2deg(ai_camera->mHorizontalFOV) * 2.0f, near, ai_camera->mClipPlaneFar);
+		Vector3 pos = Vector3(ai_camera->mPosition.x, ai_camera->mPosition.y, ai_camera->mPosition.z);
+
+		Vector3 look_at = Vector3(ai_camera->mLookAt.y, ai_camera->mLookAt.x, ai_camera->mLookAt.z).normalized();
+		Quat quat;
+		quat.set_euler(look_at);
+		Transform xform;
+		xform.basis = quat;
+		xform.set_origin(pos);
+		root->add_child(camera);
+		camera->set_transform(xform);
+		camera->set_name(_ai_string_to_string(ai_camera->mName));
+		camera->set_owner(root);
+		camera_names.insert(_ai_string_to_string(scene->mCameras[c]->mName));
+	}
+	Map<Skeleton *, MeshInstance *> skeletons;
+	Map<String, Transform> bone_rests;
+	Vector<MeshInstance *> meshes;
+	int32_t mesh_count = 0;
+	Skeleton *s = memnew(Skeleton);
+	Set<String> removed_bones;
+	Map<String, Map<uint32_t, String> > path_morph_mesh_names;
+	_generate_node(p_path, scene, scene->mRootNode, root, root, bone_names, light_names, camera_names, skeletons, bone_rests, meshes, mesh_count, s, p_max_bone_weights, removed_bones, path_morph_mesh_names);
+	for (Map<Skeleton *, MeshInstance *>::Element *E = skeletons.front(); E; E = E->next()) {
+		E->key()->localize_rests();
+	}
+	Set<String> removed_nodes;
+	Set<Node *> keep_nodes;
+	_keep_node(p_path, root, root, keep_nodes);
+	_fill_kept_node(keep_nodes);
+	_filter_node(p_path, root, root, keep_nodes, removed_nodes);
+	if (p_flags & IMPORT_ANIMATION) {
+		for (size_t i = 0; i < scene->mNumAnimations; i++) {
+			_import_animation(p_path, meshes, scene, ap, i, p_bake_fps, skeletons, removed_nodes, removed_bones, path_morph_mesh_names);
+		}
+		List<StringName> animation_names;
+		ap->get_animation_list(&animation_names);
+		if (animation_names.empty()) {
+			root->remove_child(ap);
+			memdelete(ap);
+		}
+	}
+	return root;
+}
+
+void EditorSceneImporterAssimp::_fill_kept_node(Set<Node *> &keep_nodes) {
+	for (Set<Node *>::Element *E = keep_nodes.front(); E; E = E->next()) {
+		Node *node = E->get();
+		while (node != NULL) {
+			if (keep_nodes.has(node) == false) {
+				keep_nodes.insert(node);
+			}
+			node = node->get_parent();
+		}
+	}
+}
+
+String EditorSceneImporterAssimp::_find_skeleton_bone_root(Map<Skeleton *, MeshInstance *> &skeletons, Map<MeshInstance *, String> &meshes, Spatial *root) {
+	for (Map<Skeleton *, MeshInstance *>::Element *E = skeletons.front(); E; E = E->next()) {
+		if (meshes.has(E->get())) {
+			String name = meshes[E->get()];
+			if (name != "") {
+				return name;
+			}
+		}
+	}
+	return "";
+}
+
+void EditorSceneImporterAssimp::_set_bone_parent(Skeleton *s, Node *p_owner, aiNode *p_node) {
+	for (int32_t j = 0; j < s->get_bone_count(); j++) {
+		String bone_name = s->get_bone_name(j);
+		const aiNode *ai_bone_node = _ai_find_node(p_node, bone_name);
+		if (ai_bone_node == NULL) {
+			continue;
+		}
+		ai_bone_node = ai_bone_node->mParent;
+		while (ai_bone_node != NULL) {
+			int32_t node_parent_index = -1;
+			String parent_bone_name = _ai_string_to_string(ai_bone_node->mName);
+			node_parent_index = s->find_bone(parent_bone_name);
+			if (node_parent_index != -1) {
+				s->set_bone_parent(j, node_parent_index);
+				break;
+			}
+			ai_bone_node = ai_bone_node->mParent;
+		}
+	}
+}
+
+void EditorSceneImporterAssimp::_insert_animation_track(const aiScene *p_scene, const String p_path, int p_bake_fps, Ref<Animation> animation, float ticks_per_second, float length, const Skeleton *sk, const aiNodeAnim *track, String node_name, NodePath node_path) {
+
+	if (track->mNumRotationKeys || track->mNumPositionKeys || track->mNumScalingKeys) {
+		//make transform track
+		int track_idx = animation->get_track_count();
+		animation->add_track(Animation::TYPE_TRANSFORM);
+		animation->track_set_path(track_idx, node_path);
+		//first determine animation length
+
+		for (size_t i = 0; i < track->mNumRotationKeys; i++) {
+			length = MAX(length, track->mRotationKeys[i].mTime / ticks_per_second);
+		}
+		for (size_t i = 0; i < track->mNumPositionKeys; i++) {
+			length = MAX(length, track->mPositionKeys[i].mTime / ticks_per_second);
+		}
+		for (size_t i = 0; i < track->mNumScalingKeys; i++) {
+			length = MAX(length, track->mScalingKeys[i].mTime / ticks_per_second);
+		}
+
+		float increment = 1.0 / float(p_bake_fps);
+		float time = 0.0;
+
+		Vector3 base_pos;
+		Quat base_rot;
+		Vector3 base_scale = Vector3(1, 1, 1);
+
+		if (track->mNumRotationKeys != 0) {
+			aiQuatKey key = track->mRotationKeys[0];
+			real_t x = key.mValue.x;
+			real_t y = key.mValue.y;
+			real_t z = key.mValue.z;
+			real_t w = key.mValue.w;
+			Quat q(x, y, z, w);
+			q = q.normalized();
+			base_rot = q;
+		}
+
+		if (track->mNumPositionKeys != 0) {
+			aiVectorKey key = track->mPositionKeys[0];
+			real_t x = key.mValue.x;
+			real_t y = key.mValue.y;
+			real_t z = key.mValue.z;
+			base_pos = Vector3(x, y, z);
+		}
+
+		if (track->mNumScalingKeys != 0) {
+			aiVectorKey key = track->mScalingKeys[0];
+			real_t x = key.mValue.x;
+			real_t y = key.mValue.y;
+			real_t z = key.mValue.z;
+			base_scale = Vector3(x, y, z);
+		}
+
+		bool last = false;
+
+		Vector<Vector3> pos_values;
+		Vector<float> pos_times;
+		Vector<Vector3> scale_values;
+		Vector<float> scale_times;
+		Vector<Quat> rot_values;
+		Vector<float> rot_times;
+
+		for (size_t p = 0; p < track->mNumPositionKeys; p++) {
+			aiVector3D pos = track->mPositionKeys[p].mValue;
+			pos_values.push_back(Vector3(pos.x, pos.y, pos.z));
+			pos_times.push_back(track->mPositionKeys[p].mTime / ticks_per_second);
+		}
+
+		for (size_t r = 0; r < track->mNumRotationKeys; r++) {
+			aiQuaternion quat = track->mRotationKeys[r].mValue;
+			rot_values.push_back(Quat(quat.x, quat.y, quat.z, quat.w).normalized());
+			rot_times.push_back(track->mRotationKeys[r].mTime / ticks_per_second);
+		}
+
+		for (size_t sc = 0; sc < track->mNumScalingKeys; sc++) {
+			aiVector3D scale = track->mScalingKeys[sc].mValue;
+			scale_values.push_back(Vector3(scale.x, scale.y, scale.z));
+			scale_times.push_back(track->mScalingKeys[sc].mTime / ticks_per_second);
+		}
+		while (true) {
+			Vector3 pos = base_pos;
+			Quat rot = base_rot;
+			Vector3 scale = base_scale;
+
+			if (pos_values.size()) {
+				pos = _interpolate_track<Vector3>(pos_times, pos_values, time, AssetImportAnimation::INTERP_LINEAR);
+			}
+
+			if (rot_values.size()) {
+				rot = _interpolate_track<Quat>(rot_times, rot_values, time, AssetImportAnimation::INTERP_LINEAR).normalized();
+			}
+
+			if (scale_values.size()) {
+				scale = _interpolate_track<Vector3>(scale_times, scale_values, time, AssetImportAnimation::INTERP_LINEAR);
+			}
+
+			if (sk != NULL && sk->find_bone(node_name) != -1) {
+				Transform xform;
+				xform.basis.set_quat_scale(rot, scale);
+				xform.origin = pos;
+
+				int bone = sk->find_bone(node_name);
+				Transform rest_xform = sk->get_bone_rest(bone);
+				xform = rest_xform.affine_inverse() * xform;
+				rot = xform.basis.get_rotation_quat();
+				scale = xform.basis.get_scale();
+				pos = xform.origin;
+			}
+			{
+				Transform xform;
+				xform.basis.set_quat_scale(rot, scale);
+				xform.origin = pos;
+				Transform anim_xform;
+				String ext = p_path.get_file().get_extension().to_lower();
+				if (ext == "fbx") {
+					real_t factor = 1.0f;
+					if (p_scene->mMetaData != NULL) {
+						p_scene->mMetaData->Get("UnitScaleFactor", factor);
+					}
+					anim_xform = anim_xform.scaled(Vector3(factor, factor, factor));
+				}
+				xform = anim_xform * xform;
+				rot = xform.basis.get_rotation_quat();
+				scale = xform.basis.get_scale();
+				pos = xform.origin;
+			}
+			rot.normalize();
+
+			animation->track_set_interpolation_type(track_idx, Animation::INTERPOLATION_LINEAR);
+			animation->transform_track_insert_key(track_idx, time, pos, rot, scale);
+
+			if (last) {
+				break;
+			}
+			time += increment;
+			if (time >= length) {
+				last = true;
+				time = length;
+			}
+		}
+	}
+}
+
+void EditorSceneImporterAssimp::_import_animation(const String p_path, const Vector<MeshInstance *> p_meshes, const aiScene *p_scene, AnimationPlayer *ap, int32_t p_index, int p_bake_fps, Map<Skeleton *, MeshInstance *> p_skeletons, const Set<String> p_removed_nodes, const Set<String> removed_bones, const Map<String, Map<uint32_t, String> > p_path_morph_mesh_names) {
+	String name = "Animation";
+	aiAnimation const *anim = NULL;
+	if (p_index != -1) {
+		anim = p_scene->mAnimations[p_index];
+		if (anim->mName.length > 0) {
+			name = _ai_anim_string_to_string(anim->mName);
+		}
+	}
+
+	Ref<Animation> animation;
+	animation.instance();
+	float length = 0.0f;
+	animation->set_name(name);
+	float ticks_per_second = p_scene->mAnimations[p_index]->mTicksPerSecond;
+
+	if (p_scene->mMetaData != NULL && Math::is_equal_approx(ticks_per_second, 0.0f)) {
+		int32_t time_mode = 0;
+		p_scene->mMetaData->Get("TimeMode", time_mode);
+		ticks_per_second = _get_fbx_fps(time_mode, p_scene);
+	}
+
+	if ((p_path.get_file().get_extension().to_lower() == "glb" || p_path.get_file().get_extension().to_lower() == "gltf") && Math::is_equal_approx(ticks_per_second, 0.0f)) {
+		ticks_per_second = 1000.0f;
+	}
+
+	if (Math::is_equal_approx(ticks_per_second, 0.0f)) {
+		ticks_per_second = 25.0f;
+	}
+
+	length = anim->mDuration / ticks_per_second;
+	if (anim) {
+		Map<String, Vector<const aiNodeAnim *> > node_tracks;
+		for (size_t i = 0; i < anim->mNumChannels; i++) {
+			const aiNodeAnim *track = anim->mChannels[i];
+			String node_name = _ai_string_to_string(track->mNodeName);
+			NodePath node_path = node_name;
+			bool is_bone = false;
+			if (node_name.split(ASSIMP_FBX_KEY).size() > 1) {
+				String p_track_type = node_name.split(ASSIMP_FBX_KEY)[1];
+				if (p_track_type == "_Translation" || p_track_type == "_Rotation" || p_track_type == "_Scaling") {
+					continue;
+				}
+			}
+			for (Map<Skeleton *, MeshInstance *>::Element *E = p_skeletons.front(); E; E = E->next()) {
+				Skeleton *sk = E->key();
+				const String path = ap->get_owner()->get_path_to(sk);
+				if (path.empty()) {
+					continue;
+				}
+				if (sk->find_bone(node_name) == -1) {
+					continue;
+				}
+				node_path = path + ":" + node_name;
+				ERR_CONTINUE(ap->get_owner()->has_node(node_path) == false);
+				_insert_animation_track(p_scene, p_path, p_bake_fps, animation, ticks_per_second, length, sk, track, node_name, node_path);
+				is_bone = true;
+			}
+			if (is_bone) {
+				continue;
+			}
+			Node *node = ap->get_owner()->find_node(node_name);
+			if (node == NULL) {
+				continue;
+			}
+			if (p_removed_nodes.has(node_name)) {
+				continue;
+			}
+			const String path = ap->get_owner()->get_path_to(node);
+			if (path.empty()) {
+				print_verbose("Can't animate path");
+				continue;
+			}
+			node_path = path;
+			if (ap->get_owner()->has_node(node_path) == false) {
+				continue;
+			}
+			_insert_animation_track(p_scene, p_path, p_bake_fps, animation, ticks_per_second, length, NULL, track, node_name, node_path);
+		}
+		for (size_t i = 0; i < anim->mNumChannels; i++) {
+			const aiNodeAnim *track = anim->mChannels[i];
+			String node_name = _ai_string_to_string(track->mNodeName);
+			Vector<String> split_name = node_name.split(ASSIMP_FBX_KEY);
+			String bare_name = split_name[0];
+			Node *node = ap->get_owner()->find_node(bare_name);
+			if (node != NULL && split_name.size() > 1) {
+				Map<String, Vector<const aiNodeAnim *> >::Element *E = node_tracks.find(bare_name);
+				Vector<const aiNodeAnim *> ai_tracks;
+				if (E) {
+					ai_tracks = E->get();
+					ai_tracks.push_back(anim->mChannels[i]);
+				} else {
+					ai_tracks.push_back(anim->mChannels[i]);
+				}
+				node_tracks.insert(bare_name, ai_tracks);
+			}
+		}
+		for (Map<Skeleton *, MeshInstance *>::Element *E = p_skeletons.front(); E; E = E->next()) {
+			Skeleton *sk = E->key();
+			Map<String, Vector<const aiNodeAnim *> > anim_tracks;
+			for (int32_t i = 0; i < sk->get_bone_count(); i++) {
+				String _bone_name = sk->get_bone_name(i);
+				Vector<const aiNodeAnim *> ai_tracks;
+
+				if (sk->find_bone(_bone_name) == -1) {
+					continue;
+				}
+				for (size_t j = 0; j < anim->mNumChannels; j++) {
+					if (_ai_string_to_string(anim->mChannels[j]->mNodeName).split(ASSIMP_FBX_KEY).size() == 1) {
+						continue;
+					}
+					String track_name = _ai_string_to_string(anim->mChannels[j]->mNodeName).split(ASSIMP_FBX_KEY)[0];
+					if (track_name != _bone_name) {
+						continue;
+					}
+					if (sk->find_bone(_bone_name) == -1) {
+						continue;
+					}
+					ai_tracks.push_back(anim->mChannels[j]);
+				}
+				if (ai_tracks.size() == 0) {
+					continue;
+				}
+				anim_tracks.insert(_bone_name, ai_tracks);
+			}
+			for (Map<String, Vector<const aiNodeAnim *> >::Element *F = anim_tracks.front(); F; F = F->next()) {
+				_insert_pivot_anim_track(p_meshes, F->key(), F->get(), ap, sk, length, ticks_per_second, animation, p_bake_fps, p_path, p_scene);
+			}
+		}
+		for (Map<String, Vector<const aiNodeAnim *> >::Element *E = node_tracks.front(); E; E = E->next()) {
+			if (p_removed_nodes.has(E->key())) {
+				continue;
+			}
+			if (removed_bones.find(E->key())) {
+				continue;
+			}
+			_insert_pivot_anim_track(p_meshes, E->key(), E->get(), ap, NULL, length, ticks_per_second, animation, p_bake_fps, p_path, p_scene);
+		}
+		for (size_t i = 0; i < anim->mNumMorphMeshChannels; i++) {
+			const aiMeshMorphAnim *anim_mesh = anim->mMorphMeshChannels[i];
+			const String prop_name = _ai_string_to_string(anim_mesh->mName);
+			const String mesh_name = prop_name.split("*")[0];
+			if (p_removed_nodes.has(mesh_name)) {
+				continue;
+			}
+			ERR_CONTINUE(prop_name.split("*").size() != 2);
+			const MeshInstance *mesh_instance = Object::cast_to<MeshInstance>(ap->get_owner()->find_node(mesh_name));
+			ERR_CONTINUE(mesh_instance == NULL);
+			if (ap->get_owner()->find_node(mesh_instance->get_name()) == NULL) {
+				print_verbose("Can't find mesh in scene: " + mesh_instance->get_name());
+				continue;
+			}
+			const String path = ap->get_owner()->get_path_to(mesh_instance);
+			if (path.empty()) {
+				print_verbose("Can't find mesh in scene");
+				continue;
+			}
+			Ref<Mesh> mesh = mesh_instance->get_mesh();
+			ERR_CONTINUE(mesh.is_null());
+			const Map<String, Map<uint32_t, String> >::Element *E = p_path_morph_mesh_names.find(mesh_name);
+			ERR_CONTINUE(E == NULL);
+			for (size_t k = 0; k < anim_mesh->mNumKeys; k++) {
+				for (size_t j = 0; j < anim_mesh->mKeys[k].mNumValuesAndWeights; j++) {
+					const Map<uint32_t, String>::Element *F = E->get().find(anim_mesh->mKeys[k].mValues[j]);
+					ERR_CONTINUE(F == NULL);
+					const String prop = "blend_shapes/" + F->get();
+					const NodePath node_path = String(path) + ":" + prop;
+					ERR_CONTINUE(ap->get_owner()->has_node(node_path) == false);
+					int32_t blend_track_idx = -1;
+					if (animation->find_track(node_path) == -1) {
+						blend_track_idx = animation->get_track_count();
+						animation->add_track(Animation::TYPE_VALUE);
+						animation->track_set_interpolation_type(blend_track_idx, Animation::INTERPOLATION_LINEAR);
+						animation->track_set_path(blend_track_idx, node_path);
+					} else {
+						blend_track_idx = animation->find_track(node_path);
+					}
+					float t = anim_mesh->mKeys[k].mTime / ticks_per_second;
+					float w = anim_mesh->mKeys[k].mWeights[j];
+					animation->track_insert_key(blend_track_idx, t, w);
+				}
+			}
+		}
+	}
+	animation->set_length(length);
+	if (animation->get_track_count()) {
+		ap->add_animation(name, animation);
+	}
+}
+
+void EditorSceneImporterAssimp::_insert_pivot_anim_track(const Vector<MeshInstance *> p_meshes, const String p_node_name, Vector<const aiNodeAnim *> F, AnimationPlayer *ap, Skeleton *sk, float &length, float ticks_per_second, Ref<Animation> animation, int p_bake_fps, const String &p_path, const aiScene *p_scene) {
+	NodePath node_path;
+	if (sk != NULL) {
+		const String path = ap->get_owner()->get_path_to(sk);
+		if (path.empty()) {
+			return;
+		}
+		if (sk->find_bone(p_node_name) == -1) {
+			return;
+		}
+		node_path = path + ":" + p_node_name;
+	} else {
+		Node *node = ap->get_owner()->find_node(p_node_name);
+		if (node == NULL) {
+			return;
+		}
+		const String path = ap->get_owner()->get_path_to(node);
+		node_path = path;
+	}
+	if (node_path.is_empty()) {
+		return;
+	}
+
+	Vector<Vector3> pos_values;
+	Vector<float> pos_times;
+	Vector<Vector3> scale_values;
+	Vector<float> scale_times;
+	Vector<Quat> rot_values;
+	Vector<float> rot_times;
+	Vector3 base_pos;
+	Quat base_rot;
+	Vector3 base_scale = Vector3(1, 1, 1);
+	bool is_translation = false;
+	bool is_rotation = false;
+	bool is_scaling = false;
+	for (int32_t k = 0; k < F.size(); k++) {
+		String p_track_type = _ai_string_to_string(F[k]->mNodeName).split(ASSIMP_FBX_KEY)[1];
+		if (p_track_type == "_Translation") {
+			is_translation = is_translation || true;
+		} else if (p_track_type == "_Rotation") {
+			is_rotation = is_rotation || true;
+		} else if (p_track_type == "_Scaling") {
+			is_scaling = is_scaling || true;
+		} else {
+			continue;
+		}
+		ERR_CONTINUE(ap->get_owner()->has_node(node_path) == false);
+
+		if (F[k]->mNumRotationKeys || F[k]->mNumPositionKeys || F[k]->mNumScalingKeys) {
+
+			if (is_rotation) {
+				for (size_t i = 0; i < F[k]->mNumRotationKeys; i++) {
+					length = MAX(length, F[k]->mRotationKeys[i].mTime / ticks_per_second);
+				}
+			}
+			if (is_translation) {
+				for (size_t i = 0; i < F[k]->mNumPositionKeys; i++) {
+					length = MAX(length, F[k]->mPositionKeys[i].mTime / ticks_per_second);
+				}
+			}
+			if (is_scaling) {
+				for (size_t i = 0; i < F[k]->mNumScalingKeys; i++) {
+					length = MAX(length, F[k]->mScalingKeys[i].mTime / ticks_per_second);
+				}
+			}
+
+			if (is_rotation == false && is_translation == false && is_scaling == false) {
+				return;
+			}
+
+			if (is_rotation) {
+				if (F[k]->mNumRotationKeys != 0) {
+					aiQuatKey key = F[k]->mRotationKeys[0];
+					real_t x = key.mValue.x;
+					real_t y = key.mValue.y;
+					real_t z = key.mValue.z;
+					real_t w = key.mValue.w;
+					Quat q(x, y, z, w);
+					q = q.normalized();
+					base_rot = q;
+				}
+			}
+
+			if (is_translation) {
+				if (F[k]->mNumPositionKeys != 0) {
+					aiVectorKey key = F[k]->mPositionKeys[0];
+					real_t x = key.mValue.x;
+					real_t y = key.mValue.y;
+					real_t z = key.mValue.z;
+					base_pos = Vector3(x, y, z);
+				}
+			}
+
+			if (is_scaling) {
+				if (F[k]->mNumScalingKeys != 0) {
+					aiVectorKey key = F[k]->mScalingKeys[0];
+					real_t x = key.mValue.x;
+					real_t y = key.mValue.y;
+					real_t z = key.mValue.z;
+					base_scale = Vector3(x, y, z);
+				}
+			}
+			if (is_translation) {
+				for (size_t p = 0; p < F[k]->mNumPositionKeys; p++) {
+					aiVector3D pos = F[k]->mPositionKeys[p].mValue;
+					pos_values.push_back(Vector3(pos.x, pos.y, pos.z));
+					pos_times.push_back(F[k]->mPositionKeys[p].mTime / ticks_per_second);
+				}
+			}
+
+			if (is_rotation) {
+				for (size_t r = 0; r < F[k]->mNumRotationKeys; r++) {
+					aiQuaternion quat = F[k]->mRotationKeys[r].mValue;
+					rot_values.push_back(Quat(quat.x, quat.y, quat.z, quat.w).normalized());
+					rot_times.push_back(F[k]->mRotationKeys[r].mTime / ticks_per_second);
+				}
+			}
+
+			if (is_scaling) {
+				for (size_t sc = 0; sc < F[k]->mNumScalingKeys; sc++) {
+					aiVector3D scale = F[k]->mScalingKeys[sc].mValue;
+					scale_values.push_back(Vector3(scale.x, scale.y, scale.z));
+					scale_times.push_back(F[k]->mScalingKeys[sc].mTime / ticks_per_second);
+				}
+			}
+		}
+	}
+	int32_t track_idx = animation->get_track_count();
+	animation->add_track(Animation::TYPE_TRANSFORM);
+	animation->track_set_path(track_idx, node_path);
+	float increment = 1.0 / float(p_bake_fps);
+	float time = 0.0;
+	bool last = false;
+	while (true) {
+		Vector3 pos = Vector3();
+		Quat rot = Quat();
+		Vector3 scale = Vector3(1.0f, 1.0f, 1.0f);
+		if (is_translation && pos_values.size()) {
+			pos = _interpolate_track<Vector3>(pos_times, pos_values, time, AssetImportAnimation::INTERP_LINEAR);
+			Transform anim_xform;
+			String ext = p_path.get_file().get_extension().to_lower();
+			if (ext == "fbx") {
+				aiNode *ai_node = _ai_find_node(p_scene->mRootNode, p_node_name);
+				Transform mesh_xform = _get_global_ai_node_transform(p_scene, ai_node);
+				pos = mesh_xform.origin + pos;
+				real_t factor = 1.0f;
+				if (p_scene->mMetaData != NULL) {
+					p_scene->mMetaData->Get("UnitScaleFactor", factor);
+					factor = factor * 0.01f;
+				}
+				pos = pos * factor;
+			}
+		}
+		if (is_rotation && rot_values.size()) {
+			rot = _interpolate_track<Quat>(rot_times, rot_values, time, AssetImportAnimation::INTERP_LINEAR).normalized();
+		}
+		if (is_scaling && scale_values.size()) {
+			scale = _interpolate_track<Vector3>(scale_times, scale_values, time, AssetImportAnimation::INTERP_LINEAR);
+		}
+		animation->track_set_interpolation_type(track_idx, Animation::INTERPOLATION_LINEAR);
+		animation->transform_track_insert_key(track_idx, time, pos, rot, scale);
+
+		if (last) {
+			break;
+		}
+		time += increment;
+		if (time >= length) {
+			last = true;
+			time = length;
+		}
+	}
+}
+
+float EditorSceneImporterAssimp::_get_fbx_fps(int32_t time_mode, const aiScene *p_scene) {
+	switch (time_mode) {
+		case AssetImportFbx::TIME_MODE_DEFAULT: return 24; //hack
+		case AssetImportFbx::TIME_MODE_120: return 120;
+		case AssetImportFbx::TIME_MODE_100: return 100;
+		case AssetImportFbx::TIME_MODE_60: return 60;
+		case AssetImportFbx::TIME_MODE_50: return 50;
+		case AssetImportFbx::TIME_MODE_48: return 48;
+		case AssetImportFbx::TIME_MODE_30: return 30;
+		case AssetImportFbx::TIME_MODE_30_DROP: return 30;
+		case AssetImportFbx::TIME_MODE_NTSC_DROP_FRAME: return 29.9700262f;
+		case AssetImportFbx::TIME_MODE_NTSC_FULL_FRAME: return 29.9700262f;
+		case AssetImportFbx::TIME_MODE_PAL: return 25;
+		case AssetImportFbx::TIME_MODE_CINEMA: return 24;
+		case AssetImportFbx::TIME_MODE_1000: return 1000;
+		case AssetImportFbx::TIME_MODE_CINEMA_ND: return 23.976f;
+		case AssetImportFbx::TIME_MODE_CUSTOM:
+			int32_t frame_rate;
+			p_scene->mMetaData->Get("FrameRate", frame_rate);
+			return frame_rate;
+	}
+	return 0;
+}
+
+Transform EditorSceneImporterAssimp::_get_global_ai_node_transform(const aiScene *p_scene, const aiNode *p_current_node) {
+	aiNode const *current_node = p_current_node;
+	Transform xform;
+	while (current_node != NULL) {
+		xform = _ai_matrix_transform(current_node->mTransformation) * xform;
+		current_node = current_node->mParent;
+	}
+	return xform;
+}
+
+void EditorSceneImporterAssimp::_generate_node_bone(const aiScene *p_scene, const aiNode *p_node, Map<String, bool> &p_mesh_bones, Skeleton *p_skeleton, const String p_path, const int32_t p_max_bone_weights) {
+	for (size_t i = 0; i < p_node->mNumMeshes; i++) {
+		const unsigned int mesh_idx = p_node->mMeshes[i];
+		const aiMesh *ai_mesh = p_scene->mMeshes[mesh_idx];
+		for (size_t j = 0; j < ai_mesh->mNumBones; j++) {
+			String bone_name = _ai_string_to_string(ai_mesh->mBones[j]->mName);
+			if (p_skeleton->find_bone(bone_name) != -1) {
+				continue;
+			}
+			p_mesh_bones.insert(bone_name, true);
+			p_skeleton->add_bone(bone_name);
+			int32_t idx = p_skeleton->find_bone(bone_name);
+			Transform xform = _ai_matrix_transform(ai_mesh->mBones[j]->mOffsetMatrix);
+			String ext = p_path.get_file().get_extension().to_lower();
+			if (ext == "fbx") {
+				Transform mesh_xform = _get_global_ai_node_transform(p_scene, p_node);
+				mesh_xform.basis = Basis();
+				xform = mesh_xform.affine_inverse() * xform;
+			}
+			p_skeleton->set_bone_rest(idx, xform.affine_inverse());
+		}
+	}
+}
+
+void EditorSceneImporterAssimp::_generate_node_bone_parents(const aiScene *p_scene, const aiNode *p_node, Map<String, bool> &p_mesh_bones, Skeleton *p_skeleton, const MeshInstance *p_mi) {
+	for (size_t i = 0; i < p_node->mNumMeshes; i++) {
+		const unsigned int mesh_idx = p_node->mMeshes[i];
+		const aiMesh *ai_mesh = p_scene->mMeshes[mesh_idx];
+
+		for (size_t j = 0; j < ai_mesh->mNumBones; j++) {
+			aiNode *bone_node = p_scene->mRootNode->FindNode(ai_mesh->mBones[j]->mName);
+			ERR_CONTINUE(bone_node == NULL);
+			aiNode *bone_node_parent = bone_node->mParent;
+			while (bone_node_parent != NULL) {
+				String bone_parent_name = _ai_string_to_string(bone_node_parent->mName);
+				bone_parent_name = bone_parent_name.split(ASSIMP_FBX_KEY)[0];
+				if (bone_parent_name == p_mi->get_name()) {
+					break;
+				}
+				if (p_mi->get_parent() == NULL) {
+					break;
+				}
+				if (bone_parent_name == p_mi->get_parent()->get_name()) {
+					break;
+				}
+				if (bone_node_parent->mParent == p_scene->mRootNode) {
+					break;
+				}
+				if (p_skeleton->find_bone(bone_parent_name) == -1) {
+					p_mesh_bones.insert(bone_parent_name, true);
+				}
+				bone_node_parent = bone_node_parent->mParent;
+			}
+		}
+	}
+}
+void EditorSceneImporterAssimp::_calculate_skeleton_root(Skeleton *s, const aiScene *p_scene, aiNode *&p_ai_skeleton_root, Map<String, bool> &mesh_bones, const aiNode *p_node) {
+	if (s->get_bone_count() > 0) {
+		String bone_name = s->get_bone_name(0);
+		p_ai_skeleton_root = _ai_find_node(p_scene->mRootNode, bone_name);
+		for (size_t i = 0; i < p_scene->mRootNode->mNumChildren; i++) {
+			if (p_ai_skeleton_root == NULL) {
+				break;
+			}
+			aiNode *found = p_scene->mRootNode->mChildren[i]->FindNode(p_ai_skeleton_root->mName);
+			if (found) {
+				p_ai_skeleton_root = p_scene->mRootNode->mChildren[i];
+				break;
+			}
+		}
+	}
+
+	if (p_ai_skeleton_root == NULL) {
+		p_ai_skeleton_root = p_scene->mRootNode->FindNode(p_node->mName);
+		while (p_ai_skeleton_root && p_ai_skeleton_root->mParent && p_ai_skeleton_root->mParent != p_scene->mRootNode) {
+			p_ai_skeleton_root = p_scene->mRootNode->FindNode(p_ai_skeleton_root->mName)->mParent;
+		}
+	}
+	p_ai_skeleton_root = _ai_find_node(p_scene->mRootNode, _ai_string_to_string(p_ai_skeleton_root->mName).split(ASSIMP_FBX_KEY)[0]);
+}
+
+void EditorSceneImporterAssimp::_fill_skeleton(const aiScene *p_scene, const aiNode *p_node, Spatial *p_current, Node *p_owner, Skeleton *p_skeleton, const Map<String, bool> p_mesh_bones, const Map<String, Transform> &p_bone_rests, Set<String> p_tracks, const String p_path, Set<String> &r_removed_bones) {
+	String node_name = _ai_string_to_string(p_node->mName);
+	if (p_mesh_bones.find(node_name) != NULL && p_skeleton->find_bone(node_name) == -1) {
+		r_removed_bones.insert(node_name);
+		p_skeleton->add_bone(node_name);
+		int32_t idx = p_skeleton->find_bone(node_name);
+		Transform xform = _get_global_ai_node_transform(p_scene, p_node);
+		xform = _format_rot_xform(p_path, p_scene) * xform;
+		p_skeleton->set_bone_rest(idx, xform);
+	}
+
+	for (size_t i = 0; i < p_node->mNumChildren; i++) {
+		_fill_skeleton(p_scene, p_node->mChildren[i], p_current, p_owner, p_skeleton, p_mesh_bones, p_bone_rests, p_tracks, p_path, r_removed_bones);
+	}
+}
+
+void EditorSceneImporterAssimp::_keep_node(const String &p_path, Node *p_current, Node *p_owner, Set<Node *> &r_keep_nodes) {
+	if (p_current == p_owner) {
+		r_keep_nodes.insert(p_current);
+	}
+
+	if (p_current->get_class() != Spatial().get_class()) {
+		r_keep_nodes.insert(p_current);
+	}
+
+	for (int i = 0; i < p_current->get_child_count(); i++) {
+		_keep_node(p_path, p_current->get_child(i), p_owner, r_keep_nodes);
+	}
+}
+
+void EditorSceneImporterAssimp::_filter_node(const String &p_path, Node *p_current, Node *p_owner, const Set<Node *> p_keep_nodes, Set<String> &r_removed_nodes) {
+	if (p_keep_nodes.has(p_current) == false) {
+		r_removed_nodes.insert(p_current->get_name());
+		p_current->queue_delete();
+	}
+	for (int i = 0; i < p_current->get_child_count(); i++) {
+		_filter_node(p_path, p_current->get_child(i), p_owner, p_keep_nodes, r_removed_nodes);
+	}
+}
+
+void EditorSceneImporterAssimp::_generate_node(const String &p_path, const aiScene *p_scene, const aiNode *p_node, Node *p_parent, Node *p_owner, Set<String> &r_bone_name, Set<String> p_light_names, Set<String> p_camera_names, Map<Skeleton *, MeshInstance *> &r_skeletons, const Map<String, Transform> &p_bone_rests, Vector<MeshInstance *> &r_mesh_instances, int32_t &r_mesh_count, Skeleton *p_skeleton, const int32_t p_max_bone_weights, Set<String> &r_removed_bones, Map<String, Map<uint32_t, String> > &r_name_morph_mesh_names) {
+	Spatial *child_node = NULL;
+	if (p_node == NULL) {
+		return;
+	}
+	String node_name = _ai_string_to_string(p_node->mName);
+	real_t factor = 1.0f;
+	String ext = p_path.get_file().get_extension().to_lower();
+	if (ext == "fbx") {
+		if (p_scene->mMetaData != NULL) {
+			p_scene->mMetaData->Get("UnitScaleFactor", factor);
+			factor = factor * 0.01f;
+		}
+	}
+	{
+		Transform xform = _ai_matrix_transform(p_node->mTransformation);
+
+		child_node = memnew(Spatial);
+		p_parent->add_child(child_node);
+		child_node->set_owner(p_owner);
+		if (p_node == p_scene->mRootNode) {
+			if ((ext == "fbx") && p_node == p_scene->mRootNode) {
+				xform = xform.scaled(Vector3(factor, factor, factor));
+				Transform format_xform = _format_rot_xform(p_path, p_scene);
+				xform = format_xform * xform;
+			}
+		}
+		child_node->set_transform(xform * child_node->get_transform());
+	}
+
+	if (p_node->mNumMeshes > 0) {
+		MeshInstance *mesh_node = memnew(MeshInstance);
+		p_parent->add_child(mesh_node);
+		mesh_node->set_owner(p_owner);
+		mesh_node->set_transform(child_node->get_transform());
+		{
+			Map<String, bool> mesh_bones;
+			p_skeleton->set_use_bones_in_world_transform(true);
+			_generate_node_bone(p_scene, p_node, mesh_bones, p_skeleton, p_path, p_max_bone_weights);
+			Set<String> tracks;
+			_get_track_set(p_scene, tracks);
+			aiNode *skeleton_root = NULL;
+			_calculate_skeleton_root(p_skeleton, p_scene, skeleton_root, mesh_bones, p_node);
+			_generate_node_bone_parents(p_scene, p_node, mesh_bones, p_skeleton, mesh_node);
+			if (p_skeleton->get_bone_count() > 0) {
+				_fill_skeleton(p_scene, skeleton_root, mesh_node, p_owner, p_skeleton, mesh_bones, p_bone_rests, tracks, p_path, r_removed_bones);
+				_set_bone_parent(p_skeleton, p_owner, p_scene->mRootNode);
+			}
+			MeshInstance *mi = Object::cast_to<MeshInstance>(mesh_node);
+			if (mi) {
+				r_mesh_instances.push_back(mi);
+			}
+			_add_mesh_to_mesh_instance(p_node, p_scene, p_skeleton, p_path, mesh_node, p_owner, r_bone_name, r_mesh_count, p_max_bone_weights, r_name_morph_mesh_names);
+		}
+		if (mesh_node != NULL && p_skeleton->get_bone_count() > 0 && p_owner->find_node(p_skeleton->get_name()) == NULL) {
+			Node *node = p_owner->find_node(_ai_string_to_string(p_scene->mRootNode->mName));
+			ERR_FAIL_COND(node == NULL);
+			node->add_child(p_skeleton);
+			p_skeleton->set_owner(p_owner);
+			if (ext == "fbx") {
+				Transform mesh_xform = _get_global_ai_node_transform(p_scene, p_node);
+				mesh_xform.origin = Vector3();
+				p_skeleton->set_transform(mesh_xform);
+			}
+			r_skeletons.insert(p_skeleton, mesh_node);
+		}
+		for (size_t i = 0; i < p_node->mNumMeshes; i++) {
+			if (p_scene->mMeshes[p_node->mMeshes[i]]->HasBones()) {
+				mesh_node->set_name(node_name);
+				// Meshes without skeletons must not have skeletons
+				mesh_node->set_skeleton_path(String(mesh_node->get_path_to(p_owner)) + "/" + p_owner->get_path_to(p_skeleton));
+			}
+		}
+		child_node->get_parent()->remove_child(child_node);
+		memdelete(child_node);
+		child_node = mesh_node;
+	} else if (p_light_names.has(node_name)) {
+		Spatial *light_node = Object::cast_to<Light>(p_owner->find_node(node_name));
+		ERR_FAIL_COND(light_node == NULL);
+		if (!p_parent->has_node(light_node->get_path())) {
+			p_parent->add_child(light_node);
+		}
+		light_node->set_owner(p_owner);
+		light_node->set_transform(child_node->get_transform().scaled(Vector3(factor, factor, factor)) *
+								  light_node->get_transform().scaled(Vector3(factor, factor, factor)));
+		child_node->get_parent()->remove_child(child_node);
+		memdelete(child_node);
+		child_node = light_node;
+	} else if (p_camera_names.has(node_name)) {
+		Spatial *camera_node = Object::cast_to<Camera>(p_owner->find_node(node_name));
+		ERR_FAIL_COND(camera_node == NULL);
+		if (!p_parent->has_node(camera_node->get_path())) {
+			p_parent->add_child(camera_node);
+		}
+		camera_node->set_owner(p_owner);
+		camera_node->set_transform(child_node->get_transform().scaled(Vector3(factor, factor, factor)) *
+								   camera_node->get_transform().scaled(Vector3(factor, factor, factor)));
+		camera_node->scale(Vector3(factor, factor, factor));
+		child_node->get_parent()->remove_child(child_node);
+		memdelete(child_node);
+		child_node = camera_node;
+	}
+	child_node->set_name(node_name);
+	for (size_t i = 0; i < p_node->mNumChildren; i++) {
+		_generate_node(p_path, p_scene, p_node->mChildren[i], child_node, p_owner, r_bone_name, p_light_names, p_camera_names, r_skeletons, p_bone_rests, r_mesh_instances, r_mesh_count, p_skeleton, p_max_bone_weights, r_removed_bones, r_name_morph_mesh_names);
+	}
+}
+
+aiNode *EditorSceneImporterAssimp::_ai_find_node(aiNode *ai_child_node, const String bone_name) {
+
+	if (_ai_string_to_string(ai_child_node->mName) == bone_name) {
+		return ai_child_node;
+	}
+	aiNode *target = NULL;
+	for (size_t i = 0; i < ai_child_node->mNumChildren; i++) {
+
+		target = _ai_find_node(ai_child_node->mChildren[i], bone_name);
+		if (target != NULL) {
+			return target;
+		}
+	}
+	return target;
+}
+
+Transform EditorSceneImporterAssimp::_format_rot_xform(const String p_path, const aiScene *p_scene) {
+	String ext = p_path.get_file().get_extension().to_lower();
+
+	Transform xform;
+	int32_t up_axis = 0;
+	Vector3 up_axis_vec3 = Vector3();
+
+	int32_t front_axis = 0;
+	Vector3 front_axis_vec3 = Vector3();
+
+	if (p_scene->mMetaData != NULL) {
+		p_scene->mMetaData->Get("UpAxis", up_axis);
+		if (up_axis == AssetImportFbx::UP_VECTOR_AXIS_X) {
+			if (p_scene->mMetaData != NULL) {
+				p_scene->mMetaData->Get("FrontAxis", front_axis);
+				if (front_axis == AssetImportFbx::FRONT_PARITY_EVEN) {
+					// y
+				} else if (front_axis == AssetImportFbx::FRONT_PARITY_ODD) {
+					// z
+					//front_axis_vec3 = Vector3(0.0f, Math::deg2rad(-180.f), 0.0f);
+				}
+			}
+		} else if (up_axis == AssetImportFbx::UP_VECTOR_AXIS_Y) {
+			up_axis_vec3 = Vector3(Math::deg2rad(-90.f), 0.0f, 0.0f);
+			if (p_scene->mMetaData != NULL) {
+				p_scene->mMetaData->Get("FrontAxis", front_axis);
+				if (front_axis == AssetImportFbx::FRONT_PARITY_EVEN) {
+					// x
+				} else if (front_axis == AssetImportFbx::FRONT_PARITY_ODD) {
+					// z
+				}
+			}
+		} else if (up_axis == AssetImportFbx::UP_VECTOR_AXIS_Z) {
+			up_axis_vec3 = Vector3(0.0f, Math ::deg2rad(90.f), 0.0f);
+			if (p_scene->mMetaData != NULL) {
+				p_scene->mMetaData->Get("FrontAxis", front_axis);
+				if (front_axis == AssetImportFbx::FRONT_PARITY_EVEN) {
+					// x
+				} else if (front_axis == AssetImportFbx::FRONT_PARITY_ODD) {
+					// y
+				}
+			}
+		}
+	}
+
+	int32_t up_axis_sign = 0;
+	if (p_scene->mMetaData != NULL) {
+		p_scene->mMetaData->Get("UpAxisSign", up_axis_sign);
+		up_axis_vec3 = up_axis_vec3 * up_axis_sign;
+	}
+
+	int32_t front_axis_sign = 0;
+	if (p_scene->mMetaData != NULL) {
+		p_scene->mMetaData->Get("FrontAxisSign", front_axis_sign);
+		front_axis_vec3 = front_axis_vec3 * front_axis_sign;
+	}
+
+	int32_t coord_axis = 0;
+	Vector3 coord_axis_vec3 = Vector3();
+	if (p_scene->mMetaData != NULL) {
+		p_scene->mMetaData->Get("CoordAxis", coord_axis);
+		if (coord_axis == AssetImportFbx::COORD_LEFT) {
+		} else if (coord_axis == AssetImportFbx::COORD_RIGHT) {
+		}
+	}
+
+	int32_t coord_axis_sign = 0;
+	if (p_scene->mMetaData != NULL) {
+		p_scene->mMetaData->Get("CoordAxisSign", coord_axis_sign);
+	}
+
+	Quat up_quat;
+	up_quat.set_euler(up_axis_vec3);
+
+	Quat coord_quat;
+	coord_quat.set_euler(coord_axis_vec3);
+
+	Quat front_quat;
+	front_quat.set_euler(front_axis_vec3);
+
+	xform.basis.set_quat(up_quat * coord_quat * front_quat);
+	return xform;
+}
+
+void EditorSceneImporterAssimp::_get_track_set(const aiScene *p_scene, Set<String> &tracks) {
+	for (size_t i = 0; i < p_scene->mNumAnimations; i++) {
+		for (size_t j = 0; j < p_scene->mAnimations[i]->mNumChannels; j++) {
+			aiString ai_name = p_scene->mAnimations[i]->mChannels[j]->mNodeName;
+			String name = _ai_string_to_string(ai_name);
+			tracks.insert(name);
+		}
+	}
+}
+
+void EditorSceneImporterAssimp::_add_mesh_to_mesh_instance(const aiNode *p_node, const aiScene *p_scene, Skeleton *s, const String &p_path, MeshInstance *p_mesh_instance, Node *p_owner, Set<String> &r_bone_name, int32_t &r_mesh_count, int32_t p_max_bone_weights, Map<String, Map<uint32_t, String> > &r_name_morph_mesh_names) {
+	Ref<ArrayMesh> mesh;
+	mesh.instance();
+	bool has_uvs = false;
+	for (size_t i = 0; i < p_node->mNumMeshes; i++) {
+		const unsigned int mesh_idx = p_node->mMeshes[i];
+		const aiMesh *ai_mesh = p_scene->mMeshes[mesh_idx];
+
+		Map<uint32_t, Vector<float> > vertex_weight;
+		Map<uint32_t, Vector<String> > vertex_bone_name;
+		for (size_t b = 0; b < ai_mesh->mNumBones; b++) {
+			aiBone *bone = ai_mesh->mBones[b];
+			for (size_t w = 0; w < bone->mNumWeights; w++) {
+				String name = _ai_string_to_string(bone->mName);
+				aiVertexWeight ai_weights = bone->mWeights[w];
+				uint32_t vertexId = ai_weights.mVertexId;
+				Map<uint32_t, Vector<float> >::Element *result = vertex_weight.find(vertexId);
+				Vector<float> weights;
+				if (result != NULL) {
+					weights.append_array(result->value());
+				}
+				weights.push_back(ai_weights.mWeight);
+				if (vertex_weight.has(vertexId)) {
+					vertex_weight[vertexId] = weights;
+				} else {
+					vertex_weight.insert(vertexId, weights);
+				}
+				Map<uint32_t, Vector<String> >::Element *bone_result = vertex_bone_name.find(vertexId);
+				Vector<String> bone_names;
+				if (bone_result != NULL) {
+					bone_names.append_array(bone_result->value());
+				}
+				bone_names.push_back(name);
+				if (vertex_bone_name.has(vertexId)) {
+					vertex_bone_name[vertexId] = bone_names;
+				} else {
+					vertex_bone_name.insert(vertexId, bone_names);
+				}
+			}
+		}
+
+		Ref<SurfaceTool> st;
+		st.instance();
+		st->begin(Mesh::PRIMITIVE_TRIANGLES);
+
+		for (size_t j = 0; j < ai_mesh->mNumVertices; j++) {
+			if (ai_mesh->HasTextureCoords(0)) {
+				has_uvs = true;
+				st->add_uv(Vector2(ai_mesh->mTextureCoords[0][j].x, 1.0f - ai_mesh->mTextureCoords[0][j].y));
+			}
+			if (ai_mesh->HasTextureCoords(1)) {
+				has_uvs = true;
+				st->add_uv2(Vector2(ai_mesh->mTextureCoords[1][j].x, 1.0f - ai_mesh->mTextureCoords[1][j].y));
+			}
+			if (ai_mesh->HasVertexColors(0)) {
+				Color color = Color(ai_mesh->mColors[0]->r, ai_mesh->mColors[0]->g, ai_mesh->mColors[0]->b, ai_mesh->mColors[0]->a);
+				st->add_color(color);
+			}
+			if (ai_mesh->mNormals != NULL) {
+				const aiVector3D normals = ai_mesh->mNormals[j];
+				const Vector3 godot_normal = Vector3(normals.x, normals.y, normals.z);
+				st->add_normal(godot_normal);
+				if (ai_mesh->HasTangentsAndBitangents()) {
+					const aiVector3D tangents = ai_mesh->mTangents[j];
+					const Vector3 godot_tangent = Vector3(tangents.x, tangents.y, tangents.z);
+					const aiVector3D bitangent = ai_mesh->mBitangents[j];
+					const Vector3 godot_bitangent = Vector3(bitangent.x, bitangent.y, bitangent.z);
+					float d = godot_normal.cross(godot_tangent).dot(godot_bitangent) > 0.0f ? 1.0f : -1.0f;
+					st->add_tangent(Plane(tangents.x, tangents.y, tangents.z, d));
+				}
+			}
+
+			if (s != NULL && s->get_bone_count() > 0) {
+				Map<uint32_t, Vector<String> >::Element *I = vertex_bone_name.find(j);
+				Vector<int32_t> bones;
+				if (I != NULL) {
+					Vector<String> bone_names;
+					bone_names.append_array(I->value());
+					for (int32_t f = 0; f < bone_names.size(); f++) {
+						int32_t bone = s->find_bone(bone_names[f]);
+						ERR_EXPLAIN("Asset Importer: Mesh can't find bone " + bone_names[f]);
+						ERR_FAIL_COND(bone == -1);
+						bones.push_back(bone);
+					}
+					if (s->get_bone_count()) {
+						int32_t add = CLAMP(p_max_bone_weights - bones.size(), 0, p_max_bone_weights);
+						for (int32_t f = 0; f < add; f++) {
+							bones.push_back(0);
+						}
+					}
+					st->add_bones(bones);
+					Map<uint32_t, Vector<float> >::Element *E = vertex_weight.find(j);
+					Vector<float> weights;
+					if (E != NULL) {
+						weights = E->value();
+						if (weights.size() != p_max_bone_weights) {
+							int32_t add = CLAMP(p_max_bone_weights - weights.size(), 0, p_max_bone_weights);
+							for (int32_t f = 0; f < add; f++) {
+								weights.push_back(0.0f);
+							}
+						}
+					}
+					ERR_CONTINUE(weights.size() == 0);
+					st->add_weights(weights);
+				}
+			}
+			const aiVector3D pos = ai_mesh->mVertices[j];
+			Vector3 godot_pos = Vector3(pos.x, pos.y, pos.z);
+			st->add_vertex(godot_pos);
+		}
+		for (size_t j = 0; j < ai_mesh->mNumFaces; j++) {
+			const aiFace face = ai_mesh->mFaces[j];
+			ERR_FAIL_COND(face.mNumIndices != 3);
+			Vector<size_t> order;
+			order.push_back(2);
+			order.push_back(1);
+			order.push_back(0);
+			for (int32_t k = 0; k < order.size(); k++) {
+				st->add_index(face.mIndices[order[k]]);
+			}
+		}
+		if (ai_mesh->HasTangentsAndBitangents() == false && has_uvs) {
+			st->generate_tangents();
+		}
+		aiMaterial *ai_material = p_scene->mMaterials[ai_mesh->mMaterialIndex];
+		Ref<SpatialMaterial> mat;
+		mat.instance();
+
+		int32_t mat_two_sided = 0;
+		if (AI_SUCCESS == ai_material->Get(AI_MATKEY_TWOSIDED, mat_two_sided)) {
+			if (mat_two_sided > 0) {
+				mat->set_cull_mode(SpatialMaterial::CULL_DISABLED);
+			}
+		}
+
+		const String mesh_name = _ai_string_to_string(ai_mesh->mName);
+		aiString mat_name;
+		if (AI_SUCCESS == ai_material->Get(AI_MATKEY_NAME, mat_name)) {
+			mat->set_name(_ai_string_to_string(mat_name));
+		}
+
+		aiTextureType tex_normal = aiTextureType_NORMALS;
+		{
+			aiString ai_filename = aiString();
+			String filename = "";
+			aiTextureMapMode map_mode[2];
+
+			if (AI_SUCCESS == ai_material->GetTexture(tex_normal, 0, &ai_filename, NULL, NULL, NULL, NULL, map_mode)) {
+				filename = _ai_raw_string_to_string(ai_filename);
+				String path = p_path.get_base_dir() + "/" + filename.replace("\\", "/");
+				bool found = false;
+				_find_texture_path(p_path, path, found);
+				if (found) {
+					Ref<Texture> texture = _load_texture(p_scene, path);
+
+					if (texture != NULL) {
+						if (map_mode != NULL) {
+							_set_texture_mapping_mode(map_mode, texture);
+						}
+						mat->set_feature(SpatialMaterial::Feature::FEATURE_NORMAL_MAPPING, true);
+						mat->set_texture(SpatialMaterial::TEXTURE_NORMAL, texture);
+					}
+				}
+			}
+		}
+
+		{
+			aiString ai_filename = aiString();
+			String filename = "";
+
+			if (AI_SUCCESS == ai_material->Get(AI_MATKEY_FBX_NORMAL_TEXTURE, ai_filename)) {
+				filename = _ai_raw_string_to_string(ai_filename);
+				String path = p_path.get_base_dir() + "/" + filename.replace("\\", "/");
+				bool found = false;
+				_find_texture_path(p_path, path, found);
+				if (found) {
+					Ref<Texture> texture = _load_texture(p_scene, path);
+					if (texture != NULL) {
+						mat->set_feature(SpatialMaterial::Feature::FEATURE_NORMAL_MAPPING, true);
+						mat->set_texture(SpatialMaterial::TEXTURE_NORMAL, texture);
+					}
+				}
+			}
+		}
+
+		aiTextureType tex_emissive = aiTextureType_EMISSIVE;
+
+		if (ai_material->GetTextureCount(tex_emissive) > 0) {
+
+			aiString ai_filename = aiString();
+			String filename = "";
+			aiTextureMapMode map_mode[2];
+
+			if (AI_SUCCESS == ai_material->GetTexture(tex_emissive, 0, &ai_filename, NULL, NULL, NULL, NULL, map_mode)) {
+				filename = _ai_raw_string_to_string(ai_filename);
+				String path = p_path.get_base_dir() + "/" + filename.replace("\\", "/");
+				bool found = false;
+				_find_texture_path(p_path, path, found);
+				if (found) {
+					Ref<Texture> texture = _load_texture(p_scene, path);
+					if (texture != NULL) {
+						_set_texture_mapping_mode(map_mode, texture);
+						mat->set_feature(SpatialMaterial::FEATURE_EMISSION, true);
+						mat->set_texture(SpatialMaterial::TEXTURE_EMISSION, texture);
+					}
+				}
+			}
+		}
+
+		aiTextureType tex_albedo = aiTextureType_DIFFUSE;
+		if (ai_material->GetTextureCount(tex_albedo) > 0) {
+
+			aiString ai_filename = aiString();
+			String filename = "";
+			aiTextureMapMode map_mode[2];
+			if (AI_SUCCESS == ai_material->GetTexture(tex_albedo, 0, &ai_filename, NULL, NULL, NULL, NULL, map_mode)) {
+				filename = _ai_raw_string_to_string(ai_filename);
+				String path = p_path.get_base_dir() + "/" + filename.replace("\\", "/");
+				bool found = false;
+				_find_texture_path(p_path, path, found);
+				if (found) {
+					Ref<Texture> texture = _load_texture(p_scene, path);
+					if (texture != NULL) {
+						if (texture->get_data()->detect_alpha() != Image::ALPHA_NONE) {
+							_set_texture_mapping_mode(map_mode, texture);
+							mat->set_feature(SpatialMaterial::FEATURE_TRANSPARENT, true);
+							mat->set_depth_draw_mode(SpatialMaterial::DepthDrawMode::DEPTH_DRAW_ALPHA_OPAQUE_PREPASS);
+						}
+						mat->set_texture(SpatialMaterial::TEXTURE_ALBEDO, texture);
+					}
+				}
+			}
+		} else {
+			aiColor4D clr_diffuse;
+			if (AI_SUCCESS == ai_material->Get(AI_MATKEY_COLOR_DIFFUSE, clr_diffuse)) {
+				if (Math::is_equal_approx(clr_diffuse.a, 1.0f) == false) {
+					mat->set_feature(SpatialMaterial::FEATURE_TRANSPARENT, true);
+					mat->set_depth_draw_mode(SpatialMaterial::DepthDrawMode::DEPTH_DRAW_ALPHA_OPAQUE_PREPASS);
+				}
+				mat->set_albedo(Color(clr_diffuse.r, clr_diffuse.g, clr_diffuse.b, clr_diffuse.a));
+			}
+		}
+
+		aiString tex_gltf_base_color_path = aiString();
+		aiTextureMapMode map_mode[2];
+		if (AI_SUCCESS == ai_material->GetTexture(AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_BASE_COLOR_TEXTURE, &tex_gltf_base_color_path, NULL, NULL, NULL, NULL, map_mode)) {
+			String filename = _ai_raw_string_to_string(tex_gltf_base_color_path);
+			String path = p_path.get_base_dir() + "/" + filename.replace("\\", "/");
+			bool found = false;
+			_find_texture_path(p_path, path, found);
+			if (found) {
+				Ref<Texture> texture = _load_texture(p_scene, path);
+				_find_texture_path(p_path, path, found);
+				if (texture != NULL) {
+					if (texture->get_data()->detect_alpha() == Image::ALPHA_BLEND) {
+						_set_texture_mapping_mode(map_mode, texture);
+						mat->set_feature(SpatialMaterial::FEATURE_TRANSPARENT, true);
+						mat->set_depth_draw_mode(SpatialMaterial::DepthDrawMode::DEPTH_DRAW_ALPHA_OPAQUE_PREPASS);
+					}
+					mat->set_texture(SpatialMaterial::TEXTURE_ALBEDO, texture);
+				}
+			}
+		} else {
+			aiColor4D pbr_base_color;
+			if (AI_SUCCESS == ai_material->Get(AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_BASE_COLOR_FACTOR, pbr_base_color)) {
+				if (Math::is_equal_approx(pbr_base_color.a, 1.0f) == false) {
+					mat->set_feature(SpatialMaterial::FEATURE_TRANSPARENT, true);
+					mat->set_depth_draw_mode(SpatialMaterial::DepthDrawMode::DEPTH_DRAW_ALPHA_OPAQUE_PREPASS);
+				}
+				mat->set_albedo(Color(pbr_base_color.r, pbr_base_color.g, pbr_base_color.b, pbr_base_color.a));
+			}
+		}
+		{
+			aiString tex_fbx_pbs_base_color_path = aiString();
+			if (AI_SUCCESS == ai_material->Get(AI_MATKEY_FBX_MAYA_BASE_COLOR_TEXTURE, tex_fbx_pbs_base_color_path)) {
+				String filename = _ai_raw_string_to_string(tex_fbx_pbs_base_color_path);
+				String path = p_path.get_base_dir() + "/" + filename.replace("\\", "/");
+				bool found = false;
+				_find_texture_path(p_path, path, found);
+				if (found) {
+					Ref<Texture> texture = _load_texture(p_scene, path);
+					_find_texture_path(p_path, path, found);
+					if (texture != NULL) {
+						if (texture->get_data()->detect_alpha() == Image::ALPHA_BLEND) {
+							mat->set_feature(SpatialMaterial::FEATURE_TRANSPARENT, true);
+							mat->set_depth_draw_mode(SpatialMaterial::DepthDrawMode::DEPTH_DRAW_ALPHA_OPAQUE_PREPASS);
+						}
+						mat->set_texture(SpatialMaterial::TEXTURE_ALBEDO, texture);
+					}
+				}
+			} else {
+				aiColor4D pbr_base_color;
+				if (AI_SUCCESS == ai_material->Get(AI_MATKEY_FBX_MAYA_BASE_COLOR_FACTOR, pbr_base_color)) {
+					mat->set_albedo(Color(pbr_base_color.r, pbr_base_color.g, pbr_base_color.b, pbr_base_color.a));
+				}
+			}
+
+			aiUVTransform pbr_base_color_uv_xform;
+			if (AI_SUCCESS == ai_material->Get(AI_MATKEY_FBX_MAYA_BASE_COLOR_UV_XFORM, pbr_base_color_uv_xform)) {
+				mat->set_uv1_offset(Vector3(pbr_base_color_uv_xform.mTranslation.x, pbr_base_color_uv_xform.mTranslation.y, 0.0f));
+				mat->set_uv1_scale(Vector3(pbr_base_color_uv_xform.mScaling.x, pbr_base_color_uv_xform.mScaling.y, 1.0f));
+			}
+		}
+
+		{
+			aiString tex_fbx_pbs_normal_path = aiString();
+			if (AI_SUCCESS == ai_material->Get(AI_MATKEY_FBX_MAYA_NORMAL_TEXTURE, tex_fbx_pbs_normal_path)) {
+				String filename = _ai_raw_string_to_string(tex_fbx_pbs_normal_path);
+				String path = p_path.get_base_dir() + "/" + filename.replace("\\", "/");
+				bool found = false;
+				_find_texture_path(p_path, path, found);
+				if (found) {
+					Ref<Texture> texture = _load_texture(p_scene, path);
+					_find_texture_path(p_path, path, found);
+					if (texture != NULL) {
+						mat->set_feature(SpatialMaterial::Feature::FEATURE_NORMAL_MAPPING, true);
+						mat->set_texture(SpatialMaterial::TEXTURE_NORMAL, texture);
+					}
+				}
+			}
+		}
+
+		aiString cull_mode;
+		if (p_node->mMetaData) {
+			p_node->mMetaData->Get("Culling", cull_mode);
+		}
+		if (cull_mode.length != 0 && cull_mode == aiString("CullingOff")) {
+			mat->set_cull_mode(SpatialMaterial::CULL_DISABLED);
+		}
+
+		{
+			aiString tex_fbx_stingray_normal_path = aiString();
+			if (AI_SUCCESS == ai_material->Get(AI_MATKEY_FBX_MAYA_STINGRAY_NORMAL_TEXTURE, tex_fbx_stingray_normal_path)) {
+				String filename = _ai_raw_string_to_string(tex_fbx_stingray_normal_path);
+				String path = p_path.get_base_dir() + "/" + filename.replace("\\", "/");
+				bool found = false;
+				_find_texture_path(p_path, path, found);
+				if (found) {
+					Ref<Texture> texture = _load_texture(p_scene, path);
+					_find_texture_path(p_path, path, found);
+					if (texture != NULL) {
+						mat->set_feature(SpatialMaterial::Feature::FEATURE_NORMAL_MAPPING, true);
+						mat->set_texture(SpatialMaterial::TEXTURE_NORMAL, texture);
+					}
+				}
+			}
+		}
+
+		{
+			aiString tex_fbx_pbs_base_color_path = aiString();
+			if (AI_SUCCESS == ai_material->Get(AI_MATKEY_FBX_MAYA_STINGRAY_COLOR_TEXTURE, tex_fbx_pbs_base_color_path)) {
+				String filename = _ai_raw_string_to_string(tex_fbx_pbs_base_color_path);
+				String path = p_path.get_base_dir() + "/" + filename.replace("\\", "/");
+				bool found = false;
+				_find_texture_path(p_path, path, found);
+				if (found) {
+					Ref<Texture> texture = _load_texture(p_scene, path);
+					_find_texture_path(p_path, path, found);
+					if (texture != NULL) {
+						if (texture->get_data()->detect_alpha() == Image::ALPHA_BLEND) {
+							mat->set_feature(SpatialMaterial::FEATURE_TRANSPARENT, true);
+							mat->set_depth_draw_mode(SpatialMaterial::DepthDrawMode::DEPTH_DRAW_ALPHA_OPAQUE_PREPASS);
+						}
+						mat->set_texture(SpatialMaterial::TEXTURE_ALBEDO, texture);
+					}
+				}
+			} else {
+				aiColor4D pbr_base_color;
+				if (AI_SUCCESS == ai_material->Get(AI_MATKEY_FBX_MAYA_STINGRAY_BASE_COLOR_FACTOR, pbr_base_color)) {
+					mat->set_albedo(Color(pbr_base_color.r, pbr_base_color.g, pbr_base_color.b, pbr_base_color.a));
+				}
+			}
+
+			aiUVTransform pbr_base_color_uv_xform;
+			if (AI_SUCCESS == ai_material->Get(AI_MATKEY_FBX_MAYA_STINGRAY_COLOR_UV_XFORM, pbr_base_color_uv_xform)) {
+				mat->set_uv1_offset(Vector3(pbr_base_color_uv_xform.mTranslation.x, pbr_base_color_uv_xform.mTranslation.y, 0.0f));
+				mat->set_uv1_scale(Vector3(pbr_base_color_uv_xform.mScaling.x, pbr_base_color_uv_xform.mScaling.y, 1.0f));
+			}
+		}
+
+		{
+			aiString tex_fbx_pbs_emissive_path = aiString();
+			if (AI_SUCCESS == ai_material->Get(AI_MATKEY_FBX_MAYA_STINGRAY_EMISSIVE_TEXTURE, tex_fbx_pbs_emissive_path)) {
+				String filename = _ai_raw_string_to_string(tex_fbx_pbs_emissive_path);
+				String path = p_path.get_base_dir() + "/" + filename.replace("\\", "/");
+				bool found = false;
+				_find_texture_path(p_path, path, found);
+				if (found) {
+					Ref<Texture> texture = _load_texture(p_scene, path);
+					_find_texture_path(p_path, path, found);
+					if (texture != NULL) {
+						if (texture->get_data()->detect_alpha() == Image::ALPHA_BLEND) {
+							mat->set_feature(SpatialMaterial::FEATURE_TRANSPARENT, true);
+							mat->set_depth_draw_mode(SpatialMaterial::DepthDrawMode::DEPTH_DRAW_ALPHA_OPAQUE_PREPASS);
+						}
+						mat->set_texture(SpatialMaterial::TEXTURE_ALBEDO, texture);
+					}
+				}
+			} else {
+				aiColor4D pbr_emmissive_color;
+				if (AI_SUCCESS == ai_material->Get(AI_MATKEY_FBX_MAYA_STINGRAY_EMISSIVE_FACTOR, pbr_emmissive_color)) {
+					mat->set_emission(Color(pbr_emmissive_color.r, pbr_emmissive_color.g, pbr_emmissive_color.b, pbr_emmissive_color.a));
+				}
+			}
+
+			real_t pbr_emission_intensity;
+			if (AI_SUCCESS == ai_material->Get(AI_MATKEY_FBX_MAYA_STINGRAY_EMISSIVE_INTENSITY_FACTOR, pbr_emission_intensity)) {
+				mat->set_emission_energy(pbr_emission_intensity);
+			}
+		}
+
+		aiString tex_gltf_pbr_metallicroughness_path;
+		if (AI_SUCCESS == ai_material->GetTexture(AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_METALLICROUGHNESS_TEXTURE, &tex_gltf_pbr_metallicroughness_path)) {
+			String filename = _ai_raw_string_to_string(tex_gltf_pbr_metallicroughness_path);
+			String path = p_path.get_base_dir() + "/" + filename.replace("\\", "/");
+			bool found = false;
+			_find_texture_path(p_path, path, found);
+			if (found) {
+				Ref<Texture> texture = _load_texture(p_scene, path);
+				if (texture != NULL) {
+					mat->set_texture(SpatialMaterial::TEXTURE_METALLIC, texture);
+					mat->set_metallic_texture_channel(SpatialMaterial::TEXTURE_CHANNEL_BLUE);
+					mat->set_texture(SpatialMaterial::TEXTURE_ROUGHNESS, texture);
+					mat->set_roughness_texture_channel(SpatialMaterial::TEXTURE_CHANNEL_GREEN);
+				}
+			}
+		} else {
+			float pbr_roughness = 0.0f;
+			if (AI_SUCCESS == ai_material->Get(AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_ROUGHNESS_FACTOR, pbr_roughness)) {
+				mat->set_roughness(pbr_roughness);
+			}
+			float pbr_metallic = 0.0f;
+
+			if (AI_SUCCESS == ai_material->Get(AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_METALLIC_FACTOR, pbr_metallic)) {
+				mat->set_metallic(pbr_metallic);
+			}
+		}
+		{
+			aiString tex_fbx_pbs_metallic_path;
+			if (AI_SUCCESS == ai_material->Get(AI_MATKEY_FBX_MAYA_STINGRAY_METALLIC_TEXTURE, tex_fbx_pbs_metallic_path)) {
+				String filename = _ai_raw_string_to_string(tex_fbx_pbs_metallic_path);
+				String path = p_path.get_base_dir() + "/" + filename.replace("\\", "/");
+				bool found = false;
+				_find_texture_path(p_path, path, found);
+				if (found) {
+					Ref<Texture> texture = _load_texture(p_scene, path);
+					if (texture != NULL) {
+						mat->set_texture(SpatialMaterial::TEXTURE_METALLIC, texture);
+						mat->set_metallic_texture_channel(SpatialMaterial::TEXTURE_CHANNEL_GRAYSCALE);
+					}
+				}
+			} else {
+				float pbr_metallic = 0.0f;
+				if (AI_SUCCESS == ai_material->Get(AI_MATKEY_FBX_MAYA_STINGRAY_METALLIC_FACTOR, pbr_metallic)) {
+					mat->set_metallic(pbr_metallic);
+				}
+			}
+
+			aiString tex_fbx_pbs_rough_path;
+			if (AI_SUCCESS == ai_material->Get(AI_MATKEY_FBX_MAYA_STINGRAY_ROUGHNESS_TEXTURE, tex_fbx_pbs_rough_path)) {
+				String filename = _ai_raw_string_to_string(tex_fbx_pbs_rough_path);
+				String path = p_path.get_base_dir() + "/" + filename.replace("\\", "/");
+				bool found = false;
+				_find_texture_path(p_path, path, found);
+				if (found) {
+					Ref<Texture> texture = _load_texture(p_scene, path);
+					if (texture != NULL) {
+						mat->set_texture(SpatialMaterial::TEXTURE_ROUGHNESS, texture);
+						mat->set_roughness_texture_channel(SpatialMaterial::TEXTURE_CHANNEL_GRAYSCALE);
+					}
+				}
+			} else {
+				float pbr_roughness = 0.04f;
+
+				if (AI_SUCCESS == ai_material->Get(AI_MATKEY_FBX_MAYA_STINGRAY_ROUGHNESS_FACTOR, pbr_roughness)) {
+					mat->set_roughness(pbr_roughness);
+				}
+			}
+		}
+
+		{
+			aiString tex_fbx_pbs_metallic_path;
+			if (AI_SUCCESS == ai_material->Get(AI_MATKEY_FBX_MAYA_METALNESS_TEXTURE, tex_fbx_pbs_metallic_path)) {
+				String filename = _ai_raw_string_to_string(tex_fbx_pbs_metallic_path);
+				String path = p_path.get_base_dir() + "/" + filename.replace("\\", "/");
+				bool found = false;
+				_find_texture_path(p_path, path, found);
+				if (found) {
+					Ref<Texture> texture = _load_texture(p_scene, path);
+					if (texture != NULL) {
+						mat->set_texture(SpatialMaterial::TEXTURE_METALLIC, texture);
+						mat->set_metallic_texture_channel(SpatialMaterial::TEXTURE_CHANNEL_GRAYSCALE);
+					}
+				}
+			} else {
+				float pbr_metallic = 0.0f;
+				if (AI_SUCCESS == ai_material->Get(AI_MATKEY_FBX_MAYA_METALNESS_FACTOR, pbr_metallic)) {
+					mat->set_metallic(pbr_metallic);
+				}
+			}
+
+			aiString tex_fbx_pbs_rough_path;
+			if (AI_SUCCESS == ai_material->Get(AI_MATKEY_FBX_MAYA_DIFFUSE_ROUGHNESS_TEXTURE, tex_fbx_pbs_rough_path)) {
+				String filename = _ai_raw_string_to_string(tex_fbx_pbs_rough_path);
+				String path = p_path.get_base_dir() + "/" + filename.replace("\\", "/");
+				bool found = false;
+				_find_texture_path(p_path, path, found);
+				if (found) {
+					Ref<Texture> texture = _load_texture(p_scene, path);
+					if (texture != NULL) {
+						mat->set_texture(SpatialMaterial::TEXTURE_ROUGHNESS, texture);
+						mat->set_roughness_texture_channel(SpatialMaterial::TEXTURE_CHANNEL_GRAYSCALE);
+					}
+				}
+			} else {
+				float pbr_roughness = 0.04f;
+
+				if (AI_SUCCESS == ai_material->Get(AI_MATKEY_FBX_MAYA_DIFFUSE_ROUGHNESS_FACTOR, pbr_roughness)) {
+					mat->set_roughness(pbr_roughness);
+				}
+			}
+		}
+
+		Array array_mesh = st->commit_to_arrays();
+		Array morphs;
+		morphs.resize(ai_mesh->mNumAnimMeshes);
+		Mesh::PrimitiveType primitive = Mesh::PRIMITIVE_TRIANGLES;
+		Map<uint32_t, String> morph_mesh_idx_names;
+		for (size_t j = 0; j < ai_mesh->mNumAnimMeshes; j++) {
+
+			String ai_anim_mesh_name = _ai_string_to_string(ai_mesh->mAnimMeshes[j]->mName);
+			mesh->set_blend_shape_mode(Mesh::BLEND_SHAPE_MODE_NORMALIZED);
+			if (ai_anim_mesh_name.empty()) {
+				ai_anim_mesh_name = String("morph_") + itos(j);
+			}
+			mesh->add_blend_shape(ai_anim_mesh_name);
+			morph_mesh_idx_names.insert(j, ai_anim_mesh_name);
+			Array array_copy;
+			array_copy.resize(VisualServer::ARRAY_MAX);
+
+			for (int l = 0; l < VisualServer::ARRAY_MAX; l++) {
+				array_copy[l] = array_mesh[l].duplicate(true);
+			}
+
+			const size_t num_vertices = ai_mesh->mAnimMeshes[j]->mNumVertices;
+			array_copy[Mesh::ARRAY_INDEX] = Variant();
+			if (ai_mesh->mAnimMeshes[j]->HasPositions()) {
+				PoolVector3Array vertices;
+				vertices.resize(num_vertices);
+				for (size_t l = 0; l < num_vertices; l++) {
+					const aiVector3D ai_pos = ai_mesh->mAnimMeshes[j]->mVertices[l];
+					Vector3 position = Vector3(ai_pos.x, ai_pos.y, ai_pos.z);
+					vertices.write()[l] = position;
+				}
+				PoolVector3Array new_vertices = array_copy[VisualServer::ARRAY_VERTEX].duplicate(true);
+
+				for (int32_t l = 0; l < vertices.size(); l++) {
+					PoolVector3Array::Write w = new_vertices.write();
+					w[l] = vertices[l];
+				}
+				ERR_CONTINUE(vertices.size() != new_vertices.size());
+				array_copy[VisualServer::ARRAY_VERTEX] = new_vertices;
+			}
+
+			int32_t color_set = 0;
+			if (ai_mesh->mAnimMeshes[j]->HasVertexColors(color_set)) {
+				PoolColorArray colors;
+				colors.resize(num_vertices);
+				for (size_t l = 0; l < num_vertices; l++) {
+					const aiColor4D ai_color = ai_mesh->mAnimMeshes[j]->mColors[color_set][l];
+					Color color = Color(ai_color.r, ai_color.g, ai_color.b, ai_color.a);
+					colors.write()[l] = color;
+				}
+				PoolColorArray new_colors = array_copy[VisualServer::ARRAY_COLOR].duplicate(true);
+
+				for (int32_t l = 0; l < colors.size(); l++) {
+					PoolColorArray::Write w = new_colors.write();
+					w[l] = colors[l];
+				}
+				array_copy[VisualServer::ARRAY_COLOR] = new_colors;
+			}
+
+			if (ai_mesh->mAnimMeshes[j]->HasNormals()) {
+				PoolVector3Array normals;
+				normals.resize(num_vertices);
+				for (size_t l = 0; l < num_vertices; l++) {
+					const aiVector3D ai_normal = ai_mesh->mAnimMeshes[i]->mNormals[l];
+					Vector3 normal = Vector3(ai_normal.x, ai_normal.y, ai_normal.z);
+					normals.write()[l] = normal;
+				}
+				PoolVector3Array new_normals = array_copy[VisualServer::ARRAY_NORMAL].duplicate(true);
+
+				for (int l = 0; l < normals.size(); l++) {
+					PoolVector3Array::Write w = new_normals.write();
+					w[l] = normals[l];
+				}
+				array_copy[VisualServer::ARRAY_NORMAL] = new_normals;
+			}
+
+			if (ai_mesh->mAnimMeshes[j]->HasTangentsAndBitangents()) {
+				PoolColorArray tangents;
+				tangents.resize(num_vertices);
+				PoolColorArray::Write w = tangents.write();
+				for (size_t l = 0; l < num_vertices; l++) {
+					_calc_tangent_from_mesh(ai_mesh, j, l, l, w);
+				}
+				PoolRealArray new_tangents = array_copy[VisualServer::ARRAY_TANGENT].duplicate(true);
+				ERR_CONTINUE(new_tangents.size() != tangents.size() * 4);
+				for (int32_t l = 0; l < tangents.size(); l++) {
+					new_tangents.write()[l + 0] = tangents[l].r;
+					new_tangents.write()[l + 1] = tangents[l].g;
+					new_tangents.write()[l + 2] = tangents[l].b;
+					new_tangents.write()[l + 3] = tangents[l].a;
+				}
+
+				array_copy[VisualServer::ARRAY_TANGENT] = new_tangents;
+			}
+
+			morphs[j] = array_copy;
+		}
+		r_name_morph_mesh_names.insert(_ai_raw_string_to_string(p_node->mName), morph_mesh_idx_names);
+		mesh->add_surface_from_arrays(primitive, array_mesh, morphs);
+		mesh->surface_set_material(i, mat);
+		mesh->surface_set_name(i, _ai_string_to_string(ai_mesh->mName));
+		r_mesh_count++;
+		print_line(String("Open Asset Import: Created mesh (including instances) ") + _ai_string_to_string(ai_mesh->mName) + " " + itos(r_mesh_count) + " of " + itos(p_scene->mNumMeshes));
+	}
+	p_mesh_instance->set_mesh(mesh);
+}
+
+Ref<Texture> EditorSceneImporterAssimp::_load_texture(const aiScene *p_scene, String p_path) {
+	Vector<String> split_path = p_path.get_basename().split("*");
+	if (split_path.size() == 2) {
+		size_t texture_idx = split_path[1].to_int();
+		ERR_FAIL_COND_V(texture_idx >= p_scene->mNumTextures, Ref<Texture>());
+		aiTexture *tex = p_scene->mTextures[texture_idx];
+		String filename = _ai_raw_string_to_string(tex->mFilename);
+		filename = filename.get_file();
+		print_verbose("Open Asset Import: Loading embedded texture " + filename);
+		if (tex->mHeight == 0) {
+			if (tex->CheckFormat("png")) {
+				Ref<Image> img = Image::_png_mem_loader_func((uint8_t *)tex->pcData, tex->mWidth);
+				ERR_FAIL_COND_V(img.is_null(), Ref<Texture>());
+
+				Ref<ImageTexture> t;
+				t.instance();
+				t->create_from_image(img);
+				t->set_storage(ImageTexture::STORAGE_COMPRESS_LOSSY);
+				return t;
+			} else if (tex->CheckFormat("jpg")) {
+				Ref<Image> img = Image::_jpg_mem_loader_func((uint8_t *)tex->pcData, tex->mWidth);
+				ERR_FAIL_COND_V(img.is_null(), Ref<Texture>());
+				Ref<ImageTexture> t;
+				t.instance();
+				t->create_from_image(img);
+				t->set_storage(ImageTexture::STORAGE_COMPRESS_LOSSY);
+				return t;
+			} else if (tex->CheckFormat("dds")) {
+				ERR_EXPLAIN("Open Asset Import: Embedded dds not implemented");
+				ERR_FAIL_COND_V(true, Ref<Texture>());
+				//Ref<Image> img = Image::_dds_mem_loader_func((uint8_t *)tex->pcData, tex->mWidth);
+				//ERR_FAIL_COND_V(img.is_null(), Ref<Texture>());
+				//Ref<ImageTexture> t;
+				//t.instance();
+				//t->create_from_image(img);
+				//t->set_storage(ImageTexture::STORAGE_COMPRESS_LOSSY);
+				//return t;
+			}
+		} else {
+			Ref<Image> img;
+			img.instance();
+			PoolByteArray arr;
+			uint32_t size = tex->mWidth * tex->mHeight;
+			arr.resize(size);
+			memcpy(arr.write().ptr(), tex->pcData, size);
+			ERR_FAIL_COND_V(arr.size() % 4 != 0, Ref<Texture>());
+			//ARGB8888 to RGBA8888
+			for (int32_t i = 0; i < arr.size() / 4; i++) {
+				arr.write().ptr()[(4 * i) + 3] = arr[(4 * i) + 0];
+				arr.write().ptr()[(4 * i) + 0] = arr[(4 * i) + 1];
+				arr.write().ptr()[(4 * i) + 1] = arr[(4 * i) + 2];
+				arr.write().ptr()[(4 * i) + 2] = arr[(4 * i) + 3];
+			}
+			img->create(tex->mWidth, tex->mHeight, true, Image::FORMAT_RGBA8, arr);
+			ERR_FAIL_COND_V(img.is_null(), Ref<Texture>());
+
+			Ref<ImageTexture> t;
+			t.instance();
+			t->create_from_image(img);
+			t->set_storage(ImageTexture::STORAGE_COMPRESS_LOSSY);
+			return t;
+		}
+		return Ref<Texture>();
+	}
+	Ref<Texture> p_texture = ResourceLoader::load(p_path, "Texture");
+	return p_texture;
+}
+
+void EditorSceneImporterAssimp::_calc_tangent_from_mesh(const aiMesh *ai_mesh, int i, int tri_index, int index, PoolColorArray::Write &w) {
+	const aiVector3D normals = ai_mesh->mAnimMeshes[i]->mNormals[tri_index];
+	const Vector3 godot_normal = Vector3(normals.x, normals.y, normals.z);
+	const aiVector3D tangent = ai_mesh->mAnimMeshes[i]->mTangents[tri_index];
+	const Vector3 godot_tangent = Vector3(tangent.x, tangent.y, tangent.z);
+	const aiVector3D bitangent = ai_mesh->mAnimMeshes[i]->mBitangents[tri_index];
+	const Vector3 godot_bitangent = Vector3(bitangent.x, bitangent.y, bitangent.z);
+	float d = godot_normal.cross(godot_tangent).dot(godot_bitangent) > 0.0f ? 1.0f : -1.0f;
+	Color plane_tangent = Color(tangent.x, tangent.y, tangent.z, d);
+	w[index] = plane_tangent;
+}
+
+void EditorSceneImporterAssimp::_set_texture_mapping_mode(aiTextureMapMode *map_mode, Ref<Texture> texture) {
+	ERR_FAIL_COND(map_mode == NULL);
+	aiTextureMapMode tex_mode = aiTextureMapMode::aiTextureMapMode_Wrap;
+	//for (size_t i = 0; i < 3; i++) {
+	tex_mode = map_mode[0];
+	//}
+	int32_t flags = Texture::FLAGS_DEFAULT;
+	if (tex_mode == aiTextureMapMode_Wrap) {
+		//Default
+	} else if (tex_mode == aiTextureMapMode_Clamp) {
+		flags = flags & ~Texture::FLAG_REPEAT;
+	} else if (tex_mode == aiTextureMapMode_Mirror) {
+		flags = flags | Texture::FLAG_MIRRORED_REPEAT;
+	}
+	texture->set_flags(flags);
+}
+
+void EditorSceneImporterAssimp::_find_texture_path(const String &r_p_path, String &r_path, bool &r_found) {
+
+	_Directory dir;
+
+	List<String> exts;
+	ImageLoader::get_recognized_extensions(&exts);
+
+	Vector<String> split_path = r_path.get_basename().split("*");
+	if (split_path.size() == 2) {
+		r_found = true;
+		return;
+	}
+
+	if (dir.file_exists(r_p_path.get_base_dir() + r_path.get_file())) {
+		r_path = r_p_path.get_base_dir() + r_path.get_file();
+		r_found = true;
+		return;
+	}
+
+	for (int32_t i = 0; i < exts.size(); i++) {
+		if (r_found) {
+			return;
+		}
+		if (r_found == false) {
+			_find_texture_path(r_p_path, dir, r_path, r_found, "." + exts[i]);
+		}
+	}
+}
+
+void EditorSceneImporterAssimp::_find_texture_path(const String &p_path, _Directory &dir, String &path, bool &found, String extension) {
+	String name = path.get_basename() + extension;
+	if (dir.file_exists(name)) {
+		found = true;
+		path = name;
+		return;
+	}
+	String name_ignore_sub_directory = p_path.get_base_dir() + "/" + path.get_file().get_basename() + extension;
+	if (dir.file_exists(name_ignore_sub_directory)) {
+		found = true;
+		path = name_ignore_sub_directory;
+		return;
+	}
+
+	String name_find_texture_sub_directory = p_path.get_base_dir() + "/textures/" + path.get_file().get_basename() + extension;
+	if (dir.file_exists(name_find_texture_sub_directory)) {
+		found = true;
+		path = name_find_texture_sub_directory;
+		return;
+	}
+	String name_find_texture_upper_sub_directory = p_path.get_base_dir() + "/Textures/" + path.get_file().get_basename() + extension;
+	if (dir.file_exists(name_find_texture_upper_sub_directory)) {
+		found = true;
+		path = name_find_texture_upper_sub_directory;
+		return;
+	}
+	String name_find_texture_outside_sub_directory = p_path.get_base_dir() + "/../textures/" + path.get_file().get_basename() + extension;
+	if (dir.file_exists(name_find_texture_outside_sub_directory)) {
+		found = true;
+		path = name_find_texture_outside_sub_directory;
+		return;
+	}
+
+	String name_find_upper_texture_outside_sub_directory = p_path.get_base_dir() + "/../Textures/" + path.get_file().get_basename() + extension;
+	if (dir.file_exists(name_find_upper_texture_outside_sub_directory)) {
+		found = true;
+		path = name_find_upper_texture_outside_sub_directory;
+		return;
+	}
+}
+
+String EditorSceneImporterAssimp::_ai_string_to_string(const aiString p_string) const {
+	Vector<char> raw_name;
+	raw_name.resize(p_string.length);
+	memcpy(raw_name.ptrw(), p_string.C_Str(), p_string.length);
+	String name;
+	name.parse_utf8(raw_name.ptrw(), raw_name.size());
+	if (name.find(":") != -1) {
+		String replaced_name = name.split(":")[1];
+		print_verbose("Replacing " + name + " containing : with " + replaced_name);
+		name = replaced_name;
+	}
+	if (name.find(".") != -1) {
+		String replaced_name = name.replace(".", "");
+		print_verbose("Replacing " + name + " containing . with " + replaced_name);
+		name = replaced_name;
+	}
+	return name;
+}
+
+String EditorSceneImporterAssimp::_ai_anim_string_to_string(const aiString p_string) const {
+	Vector<char> raw_name;
+	raw_name.resize(p_string.length);
+	memcpy(raw_name.ptrw(), p_string.C_Str(), p_string.length);
+	String name;
+	name.parse_utf8(raw_name.ptrw(), raw_name.size());
+	if (name.find(":") != -1) {
+		String replaced_name = name.split(":")[1];
+		print_verbose("Replacing " + name + " containing : with " + replaced_name);
+		name = replaced_name;
+	}
+	return name;
+}
+
+String EditorSceneImporterAssimp::_ai_raw_string_to_string(const aiString p_string) const {
+	Vector<char> raw_name;
+	raw_name.resize(p_string.length);
+	memcpy(raw_name.ptrw(), p_string.C_Str(), p_string.length);
+	String name;
+	name.parse_utf8(raw_name.ptrw(), raw_name.size());
+	return name;
+}
+
+Ref<Animation> EditorSceneImporterAssimp::import_animation(const String &p_path, uint32_t p_flags, int p_bake_fps) {
+	return Ref<Animation>();
+}
+
+const Transform EditorSceneImporterAssimp::_ai_matrix_transform(const aiMatrix4x4 p_matrix) {
+	aiMatrix4x4 matrix = p_matrix;
+	Transform xform;
+	xform.set(matrix.a1, matrix.b1, matrix.c1, matrix.a2, matrix.b2, matrix.c2, matrix.a3, matrix.b3, matrix.c3, matrix.a4, matrix.b4, matrix.c4);
+	xform.basis.inverse();
+	xform.basis.transpose();
+	Vector3 scale = xform.basis.get_scale();
+	Quat rot = xform.basis.get_rotation_quat();
+	xform.basis.set_quat_scale(rot, scale);
+	return xform;
+}

+ 206 - 0
modules/assimp/editor_scene_importer_assimp.h

@@ -0,0 +1,206 @@
+/*************************************************************************/
+/*  editor_scene_importer_assimp.h                                       */
+/*************************************************************************/
+/*                       This file is part of:                           */
+/*                           GODOT ENGINE                                */
+/*                      https://godotengine.org                          */
+/*************************************************************************/
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur.                 */
+/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md)    */
+/*                                                                       */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the       */
+/* "Software"), to deal in the Software without restriction, including   */
+/* without limitation the rights to use, copy, modify, merge, publish,   */
+/* distribute, sublicense, and/or sell copies of the Software, and to    */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions:                                             */
+/*                                                                       */
+/* The above copyright notice and this permission notice shall be        */
+/* included in all copies or substantial portions of the Software.       */
+/*                                                                       */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,       */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF    */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY  */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,  */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE     */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                */
+/*************************************************************************/
+
+#ifndef EDITOR_SCENE_IMPORTER_ASSIMP_H
+#define EDITOR_SCENE_IMPORTER_ASSIMP_H
+
+#ifdef TOOLS_ENABLED
+#include "core/bind/core_bind.h"
+#include "core/io/resource_importer.h"
+#include "core/vector.h"
+#include "editor/import/resource_importer_scene.h"
+#include "editor/project_settings_editor.h"
+#include "scene/3d/mesh_instance.h"
+#include "scene/3d/skeleton.h"
+#include "scene/3d/spatial.h"
+#include "scene/animation/animation_player.h"
+#include "scene/resources/animation.h"
+#include "scene/resources/surface_tool.h"
+
+#include "assimp/DefaultLogger.hpp"
+#include "assimp/LogStream.hpp"
+#include "assimp/Logger.hpp"
+#include "assimp/matrix4x4.h"
+#include "assimp/scene.h"
+#include "assimp/types.h"
+
+class AssimpStream : public Assimp::LogStream {
+public:
+	// Constructor
+	AssimpStream();
+
+	// Destructor
+	~AssimpStream();
+	// Write something using your own functionality
+	void write(const char *message);
+};
+
+#define AI_MATKEY_FBX_MAYA_BASE_COLOR_FACTOR "$raw.Maya|baseColor", 0, 0
+#define AI_MATKEY_FBX_MAYA_METALNESS_FACTOR "$raw.Maya|metalness", 0, 0
+#define AI_MATKEY_FBX_MAYA_DIFFUSE_ROUGHNESS_FACTOR "$raw.Maya|diffuseRoughness", 0, 0
+
+#define AI_MATKEY_FBX_MAYA_METALNESS_TEXTURE "$raw.Maya|metalness|file", aiTextureType_UNKNOWN, 0
+#define AI_MATKEY_FBX_MAYA_METALNESS_UV_XFORM "$raw.Maya|metalness|uvtrafo", aiTextureType_UNKNOWN, 0
+#define AI_MATKEY_FBX_MAYA_DIFFUSE_ROUGHNESS_TEXTURE "$raw.Maya|diffuseRoughness|file", aiTextureType_UNKNOWN, 0
+#define AI_MATKEY_FBX_MAYA_DIFFUSE_ROUGHNESS_UV_XFORM "$raw.Maya|diffuseRoughness|uvtrafo", aiTextureType_UNKNOWN, 0
+#define AI_MATKEY_FBX_MAYA_BASE_COLOR_TEXTURE "$raw.Maya|baseColor|file", aiTextureType_UNKNOWN, 0
+#define AI_MATKEY_FBX_MAYA_BASE_COLOR_UV_XFORM "$raw.Maya|baseColor|uvtrafo", aiTextureType_UNKNOWN, 0
+#define AI_MATKEY_FBX_MAYA_NORMAL_TEXTURE "$raw.Maya|normalCamera|file", aiTextureType_UNKNOWN, 0
+#define AI_MATKEY_FBX_MAYA_NORMAL_UV_XFORM "$raw.Maya|normalCamera|uvtrafo", aiTextureType_UNKNOWN, 0
+
+#define AI_MATKEY_FBX_NORMAL_TEXTURE "$raw.Maya|normalCamera|file", aiTextureType_UNKNOWN, 0
+#define AI_MATKEY_FBX_NORMAL_UV_XFORM "$raw.Maya|normalCamera|uvtrafo", aiTextureType_UNKNOWN, 0
+
+#define AI_MATKEY_FBX_MAYA_STINGRAY_DISPLACEMENT_SCALING_FACTOR "$raw.Maya|displacementscaling", 0, 0
+#define AI_MATKEY_FBX_MAYA_STINGRAY_BASE_COLOR_FACTOR "$raw.Maya|base_color", 0, 0
+#define AI_MATKEY_FBX_MAYA_STINGRAY_EMISSIVE_FACTOR "$raw.Maya|emissive", 0, 0
+#define AI_MATKEY_FBX_MAYA_STINGRAY_METALLIC_FACTOR "$raw.Maya|metallic", 0, 0
+#define AI_MATKEY_FBX_MAYA_STINGRAY_ROUGHNESS_FACTOR "$raw.Maya|roughness", 0, 0
+#define AI_MATKEY_FBX_MAYA_STINGRAY_EMISSIVE_INTENSITY_FACTOR "$raw.Maya|emissive_intensity", 0, 0
+
+#define AI_MATKEY_FBX_MAYA_STINGRAY_NORMAL_TEXTURE "$raw.Maya|TEX_normal_map|file", aiTextureType_UNKNOWN, 0
+#define AI_MATKEY_FBX_MAYA_STINGRAY_NORMAL_UV_XFORM "$raw.Maya|TEX_normal_map|uvtrafo", aiTextureType_UNKNOWN, 0
+#define AI_MATKEY_FBX_MAYA_STINGRAY_COLOR_TEXTURE "$raw.Maya|TEX_color_map|file", aiTextureType_UNKNOWN, 0
+#define AI_MATKEY_FBX_MAYA_STINGRAY_COLOR_UV_XFORM "$raw.Maya|TEX_color_map|uvtrafo", aiTextureType_UNKNOWN, 0
+#define AI_MATKEY_FBX_MAYA_STINGRAY_METALLIC_TEXTURE "$raw.Maya|TEX_metallic_map|file", aiTextureType_UNKNOWN, 0
+#define AI_MATKEY_FBX_MAYA_STINGRAY_METALLIC_UV_XFORM "$raw.Maya|TEX_metallic_map|uvtrafo", aiTextureType_UNKNOWN, 0
+#define AI_MATKEY_FBX_MAYA_STINGRAY_ROUGHNESS_TEXTURE "$raw.Maya|TEX_roughness_map|file", aiTextureType_UNKNOWN, 0
+#define AI_MATKEY_FBX_MAYA_STINGRAY_ROUGHNESS_UV_XFORM "$raw.Maya|TEX_roughness_map|uvtrafo", aiTextureType_UNKNOWN, 0
+#define AI_MATKEY_FBX_MAYA_STINGRAY_EMISSIVE_TEXTURE "$raw.Maya|TEX_emissive_map|file", aiTextureType_UNKNOWN, 0
+#define AI_MATKEY_FBX_MAYA_STINGRAY_EMISSIVE_UV_XFORM "$raw.Maya|TEX_emissive_map|uvtrafo", aiTextureType_UNKNOWN, 0
+#define AI_MATKEY_FBX_MAYA_STINGRAY_AO_TEXTURE "$raw.Maya|TEX_ao_map|file", aiTextureType_UNKNOWN, 0
+#define AI_MATKEY_FBX_MAYA_STINGRAY_AO_UV_XFORM "$raw.Maya|TEX_ao_map|uvtrafo", aiTextureType_UNKNOWN, 0
+
+class EditorSceneImporterAssimp : public EditorSceneImporter {
+private:
+	GDCLASS(EditorSceneImporterAssimp, EditorSceneImporter);
+	const String ASSIMP_FBX_KEY = "_$AssimpFbx$";
+
+	struct AssetImportAnimation {
+		enum Interpolation {
+			INTERP_LINEAR,
+			INTERP_STEP,
+			INTERP_CATMULLROMSPLINE,
+			INTERP_CUBIC_SPLINE
+		};
+	};
+
+	struct AssetImportFbx {
+		enum ETimeMode {
+			TIME_MODE_DEFAULT = 0,
+			TIME_MODE_120 = 1,
+			TIME_MODE_100 = 2,
+			TIME_MODE_60 = 3,
+			TIME_MODE_50 = 4,
+			TIME_MODE_48 = 5,
+			TIME_MODE_30 = 6,
+			TIME_MODE_30_DROP = 7,
+			TIME_MODE_NTSC_DROP_FRAME = 8,
+			TIME_MODE_NTSC_FULL_FRAME = 9,
+			TIME_MODE_PAL = 10,
+			TIME_MODE_CINEMA = 11,
+			TIME_MODE_1000 = 12,
+			TIME_MODE_CINEMA_ND = 13,
+			TIME_MODE_CUSTOM = 14,
+			TIME_MODE_TIME_MODE_COUNT = 15
+		};
+		enum UpAxis {
+			UP_VECTOR_AXIS_X = 1,
+			UP_VECTOR_AXIS_Y = 2,
+			UP_VECTOR_AXIS_Z = 3
+		};
+		enum FrontAxis {
+			FRONT_PARITY_EVEN = 1,
+			FRONT_PARITY_ODD = 2,
+		};
+
+		enum CoordAxis {
+			COORD_RIGHT = 0,
+			COORD_LEFT = 1
+		};
+	};
+	Spatial *_generate_scene(const String &p_path, const aiScene *scene, const uint32_t p_flags, int p_bake_fps, const int32_t p_max_bone_weights);
+	void _fill_kept_node(Set<Node *> &keep_nodes);
+	String _find_skeleton_bone_root(Map<Skeleton *, MeshInstance *> &skeletons, Map<MeshInstance *, String> &meshes, Spatial *root);
+	void _set_bone_parent(Skeleton *s, Node *p_owner, aiNode *p_node);
+	Transform _get_global_ai_node_transform(const aiScene *p_scene, const aiNode *p_current_node);
+	void _generate_node_bone(const aiScene *p_scene, const aiNode *p_node, Map<String, bool> &p_mesh_bones, Skeleton *p_skeleton, const String p_path, const int32_t p_max_bone_weights);
+	void _generate_node_bone_parents(const aiScene *p_scene, const aiNode *p_node, Map<String, bool> &p_mesh_bones, Skeleton *p_skeleton, const MeshInstance *p_mi);
+	void _calculate_skeleton_root(Skeleton *s, const aiScene *p_scene, aiNode *&p_ai_skeleton_root, Map<String, bool> &mesh_bones, const aiNode *p_node);
+	void _fill_skeleton(const aiScene *p_scene, const aiNode *p_node, Spatial *p_current, Node *p_owner, Skeleton *p_skeleton, const Map<String, bool> p_mesh_bones, const Map<String, Transform> &p_bone_rests, Set<String> p_tracks, const String p_path, Set<String> &r_removed_bones);
+	void _keep_node(const String &p_path, Node *p_current, Node *p_owner, Set<Node *> &r_keep_nodes);
+	void _filter_node(const String &p_path, Node *p_current, Node *p_owner, const Set<Node *> p_keep_nodes, Set<String> &r_removed_nodes);
+	void _generate_node(const String &p_path, const aiScene *p_scene, const aiNode *p_node, Node *p_parent, Node *p_owner, Set<String> &r_bone_name, Set<String> p_light_names, Set<String> p_camera_names, Map<Skeleton *, MeshInstance *> &r_skeletons, const Map<String, Transform> &p_bone_rests, Vector<MeshInstance *> &r_mesh_instances, int32_t &r_mesh_count, Skeleton *p_skeleton, const int32_t p_max_bone_weights, Set<String> &r_removed_bones, Map<String, Map<uint32_t, String> > &r_name_morph_mesh_names);
+	aiNode *_ai_find_node(aiNode *ai_child_node, const String bone_name);
+	Transform _format_rot_xform(const String p_path, const aiScene *p_scene);
+	void _get_track_set(const aiScene *p_scene, Set<String> &tracks);
+	void _insert_animation_track(const aiScene *p_scene, const String p_path, int p_bake_fps, Ref<Animation> animation, float ticks_per_second, float length, const Skeleton *sk, const aiNodeAnim *track, String node_name, NodePath node_path);
+	void _add_mesh_to_mesh_instance(const aiNode *p_node, const aiScene *p_scene, Skeleton *s, const String &p_path, MeshInstance *p_mesh_instance, Node *p_owner, Set<String> &r_bone_name, int32_t &r_mesh_count, int32_t p_max_bone_weights, Map<String, Map<uint32_t, String> > &r_name_morph_mesh_names);
+	Ref<Texture> _load_texture(const aiScene *p_scene, String p_path);
+	void _calc_tangent_from_mesh(const aiMesh *ai_mesh, int i, int tri_index, int index, PoolColorArray::Write &w);
+	void _set_texture_mapping_mode(aiTextureMapMode *map_mode, Ref<Texture> texture);
+	void _find_texture_path(const String &p_path, String &path, bool &r_found);
+	void _find_texture_path(const String &p_path, _Directory &dir, String &path, bool &found, String extension);
+	String _ai_string_to_string(const aiString p_string) const;
+	String _ai_anim_string_to_string(const aiString p_string) const;
+	String _ai_raw_string_to_string(const aiString p_string) const;
+	void _import_animation(const String p_path, const Vector<MeshInstance *> p_meshes, const aiScene *p_scene, AnimationPlayer *ap, int32_t p_index, int p_bake_fps, Map<Skeleton *, MeshInstance *> p_skeletons, const Set<String> p_removed_nodes, const Set<String> removed_bones, const Map<String, Map<uint32_t, String> > p_path_morph_mesh_names);
+	void _insert_pivot_anim_track(const Vector<MeshInstance *> p_meshes, const String p_node_name, Vector<const aiNodeAnim *> F, AnimationPlayer *ap, Skeleton *sk, float &length, float ticks_per_second, Ref<Animation> animation, int p_bake_fps, const String &p_path, const aiScene *p_scene);
+	float _get_fbx_fps(int32_t time_mode, const aiScene *p_scene);
+	template <class T>
+	T _interpolate_track(const Vector<float> &p_times, const Vector<T> &p_values, float p_time, AssetImportAnimation::Interpolation p_interp);
+	const Transform _ai_matrix_transform(const aiMatrix4x4 p_matrix);
+	void _register_project_setting_import(const String generic, const String import_setting_string, const Vector<String> &exts, List<String> *r_extensions, const bool p_enabled) const;
+
+	struct ImportFormat {
+		Vector<String> extensions;
+		bool is_default;
+	};
+
+protected:
+	static void _bind_methods();
+
+public:
+	EditorSceneImporterAssimp() {
+		Assimp::DefaultLogger::create("", Assimp::Logger::VERBOSE);
+		unsigned int severity = Assimp::Logger::Info | Assimp::Logger::Err | Assimp::Logger::Warn;
+		Assimp::DefaultLogger::get()->attachStream(new AssimpStream(), severity);
+	}
+	~EditorSceneImporterAssimp() {
+		Assimp::DefaultLogger::kill();
+	}
+
+	virtual void get_extensions(List<String> *r_extensions) const;
+	virtual uint32_t get_import_flags() const;
+	virtual Node *import_scene(const String &p_path, uint32_t p_flags, int p_bake_fps, List<String> *r_missing_deps, Error *r_err = NULL);
+	virtual Ref<Animation> import_animation(const String &p_path, uint32_t p_flags, int p_bake_fps);
+};
+#endif
+#endif

+ 261 - 0
modules/assimp/godot_update_assimp.sh

@@ -0,0 +1,261 @@
+rm -rf ../../thirdparty/assimp
+cd ../../thirdparty/
+git clone https://github.com/assimp/assimp.git
+cd assimp
+rm -rf code/3DSExporter.h
+rm -rf code/3DSLoader.h
+rm -rf code/3MFXmlTags.h
+rm -rf code/ABCImporter.h
+rm -rf code/ACLoader.h
+rm -rf code/AMFImporter_Macro.hpp
+rm -rf code/ASELoader.h
+rm -rf code/assbin_chunks.h
+rm -rf code/AssbinExporter.h
+rm -rf code/AssbinLoader.h
+rm -rf code/AssimpCExport.cpp
+rm -rf code/AssxmlExporter.h
+rm -rf code/B3DImporter.h
+# rm -rf code/BaseProcess.cpp
+# rm -rf code/BaseProcess.h
+# rm -rf code/Bitmap.cpp
+rm -rf code/BlenderBMesh.cpp
+rm -rf code/BlenderBMesh.h
+rm -rf code/BlenderCustomData.cpp
+rm -rf code/BlenderCustomData.h
+rm -rf code/BlenderIntermediate.h
+rm -rf code/BlenderLoader.h
+rm -rf code/BlenderModifier.h
+rm -rf code/BlenderSceneGen.h
+rm -rf code/BlenderTessellator.h
+rm -rf code/BVHLoader.h
+rm -rf code/C4DImporter.h
+# rm -rf code/CalcTangentsProcess.h
+# rm -rf code/CInterfaceIOWrapper.cpp
+# rm -rf code/CInterfaceIOWrapper.h
+rm -rf code/COBLoader.h
+rm -rf code/COBScene.h
+rm -rf code/ColladaExporter.h
+rm -rf code/ColladaLoader.h
+# rm -rf code/ComputeUVMappingProcess.h
+# rm -rf code/ConvertToLHProcess.h
+# rm -rf code/CreateAnimMesh.cpp
+rm -rf code/CSMLoader.h
+rm -rf code/D3MFExporter.h
+rm -rf code/D3MFImporter.h
+rm -rf code/D3MFOpcPackage.h
+# rm -rf code/DeboneProcess.h
+# rm -rf code/DefaultIOStream.cpp
+# rm -rf code/DefaultIOSystem.cpp
+# rm -rf code/DefaultProgressHandler.h
+# rm -rf code/DropFaceNormalsProcess.cpp
+# rm -rf code/DropFaceNormalsProcess.h
+rm -rf code/DXFHelper.h
+rm -rf code/DXFLoader.h
+# rm -rf code/EmbedTexturesProcess.cpp
+# rm -rf code/EmbedTexturesProcess.h
+# rm -rf code/FBXCommon.h
+# rm -rf code/FBXCompileConfig.h
+# rm -rf code/FBXDeformer.cpp
+# rm -rf code/FBXDocumentUtil.cpp
+# rm -rf code/FBXDocumentUtil.h
+# rm -rf code/FBXExporter.h
+# rm -rf code/FBXExportNode.h
+# rm -rf code/FBXExportProperty.h
+# rm -rf code/FBXImporter.cpp
+# rm -rf code/FBXImporter.h
+# rm -rf code/FBXImportSettings.h
+# rm -rf code/FBXMeshGeometry.h
+# rm -rf code/FBXModel.cpp
+# rm -rf code/FBXNodeAttribute.cpp
+# rm -rf code/FBXParser.h
+# rm -rf code/FBXProperties.cpp
+# rm -rf code/FBXProperties.h
+# rm -rf code/FBXTokenizer.cpp
+# rm -rf code/FBXTokenizer.h
+# rm -rf code/FBXUtil.cpp
+# rm -rf code/FBXUtil.h
+# rm -rf code/FileLogStream.h
+# rm -rf code/FindDegenerates.h
+# rm -rf code/FindInstancesProcess.h
+# rm -rf code/FindInvalidDataProcess.h
+rm -rf code/FIReader.hpp
+# rm -rf code/FixNormalsStep.cpp
+# rm -rf code/FixNormalsStep.h
+# rm -rf code/GenFaceNormalsProcess.cpp
+# rm -rf code/GenFaceNormalsProcess.h
+# rm -rf code/GenVertexNormalsProcess.cpp
+# rm -rf code/GenVertexNormalsProcess.h
+rm -rf code/glTF2Asset.h
+rm -rf code/glTF2Asset.inl
+rm -rf code/glTF2AssetWriter.inl
+rm -rf code/glTF2Exporter.cpp
+rm -rf code/glTF2Importer.cpp
+rm -rf code/glTF2AssetWriter.h
+rm -rf code/glTFAsset.h
+rm -rf code/glTFAsset.inl
+rm -rf code/glTFAssetWriter.inl
+rm -rf code/glTFExporter.cpp
+rm -rf code/glTFImporter.cpp
+rm -rf code/glTF2Exporter.h
+rm -rf code/glTF2Importer.h
+rm -rf code/glTFAssetWriter.h
+rm -rf code/glTFExporter.h
+rm -rf code/glTFImporter.h
+rm -rf code/HalfLifeFileData.h
+rm -rf code/HMPFileData.h
+rm -rf code/HMPLoader.h
+rm -rf code/HMPLoader.cpp
+rm -rf code/IFF.h
+# rm -rf code/Importer.h
+# rm -rf code/ImproveCacheLocality.h
+rm -rf code/IRRLoader.h
+rm -rf code/IRRMeshLoader.h
+rm -rf code/IRRShared.h
+# rm -rf code/JoinVerticesProcess.h
+# rm -rf code/LimitBoneWeightsProcess.cpp
+# rm -rf code/LimitBoneWeightsProcess.h
+rm -rf code/LWSLoader.h
+rm -rf code/makefile.mingw
+# rm -rf code/MakeVerboseFormat.cpp
+# rm -rf code/MakeVerboseFormat.h
+# rm -rf code/MaterialSystem.h
+rm -rf code/MD2FileData.h
+rm -rf code/MD2Loader.h
+rm -rf code/MD2NormalTable.h
+rm -rf code/MD3FileData.h
+rm -rf code/MD3Loader.h
+rm -rf code/MD4FileData.h
+rm -rf code/MD5Loader.h
+rm -rf code/MD5Parser.cpp
+rm -rf code/MDCFileData.h
+rm -rf code/MDCLoader.h
+rm -rf code/MDLDefaultColorMap.h
+# rm -rf code/MMDCpp14.h
+# rm -rf code/MMDImporter.h
+rm -rf code/MS3DLoader.h
+rm -rf code/NDOLoader.h
+rm -rf code/NFFLoader.h
+rm -rf code/ObjExporter.h
+rm -rf code/ObjFileImporter.h
+rm -rf code/ObjFileMtlImporter.h
+rm -rf code/ObjFileParser.h
+rm -rf code/ObjTools.h
+rm -rf code/ObjExporter.cpp
+rm -rf code/ObjFileImporter.cpp
+rm -rf code/ObjFileMtlImporter.cpp
+rm -rf code/ObjFileParser.cpp
+rm -rf code/OFFLoader.h
+rm -rf code/OFFLoader.cpp
+rm -rf code/OgreImporter.cpp
+rm -rf code/OgreImporter.h
+rm -rf code/OgreParsingUtils.h
+rm -rf code/OgreXmlSerializer.h
+rm -rf code/OgreXmlSerializer.cpp
+rm -rf code/OgreBinarySerializer.cpp
+rm -rf code/OpenGEXExporter.cpp
+rm -rf code/OpenGEXExporter.h
+rm -rf code/OpenGEXImporter.h
+rm -rf code/OpenGEXStructs.h
+rm -rf code/OpenGEXImporter.cpp
+# rm -rf code/OptimizeGraph.h
+# rm -rf code/OptimizeMeshes.cpp
+# rm -rf code/OptimizeMeshes.h
+rm -rf code/PlyExporter.h
+rm -rf code/PlyLoader.h
+# rm -rf code/PolyTools.h
+# rm -rf code/PostStepRegistry.cpp
+# rm -rf code/PretransformVertices.h
+rm -rf code/Q3BSPFileData.h
+rm -rf code/Q3BSPFileImporter.h
+rm -rf code/Q3BSPFileParser.cpp
+rm -rf code/Q3BSPFileParser.h
+rm -rf code/Q3BSPZipArchive.cpp
+rm -rf code/Q3BSPZipArchive.h
+rm -rf code/Q3DLoader.h
+rm -rf code/Q3DLoader.cpp
+rm -rf code/Q3BSPFileImporter.cpp
+rm -rf code/RawLoader.h
+# rm -rf code/RemoveComments.cpp
+# rm -rf code/RemoveRedundantMaterials.cpp
+# rm -rf code/RemoveRedundantMaterials.h
+# rm -rf code/RemoveVCProcess.h
+# rm -rf code/ScaleProcess.cpp
+# rm -rf code/ScaleProcess.h
+# rm -rf code/scene.cpp
+# rm -rf code/ScenePreprocessor.cpp
+# rm -rf code/ScenePreprocessor.h
+# rm -rf code/ScenePrivate.h
+# rm -rf code/SGSpatialSort.cpp
+rm -rf code/SIBImporter.h
+rm -rf code/SMDLoader.cpp
+# rm -rf code/simd.cpp
+# rm -rf code/simd.h
+# rm -rf code/SortByPTypeProcess.h
+# rm -rf code/SplitByBoneCountProcess.h
+# rm -rf code/SplitLargeMeshes.h
+# rm -rf code/StdOStreamLogStream.h
+rm -rf code/StepExporter.h
+rm -rf code/StepExporter.cpp
+rm -rf code/STLExporter.cpp
+rm -rf code/STLExporter.h
+rm -rf code/STLLoader.h
+rm -rf code/STLLoader.cpp
+# rm -rf code/TargetAnimation.cpp
+# rm -rf code/TargetAnimation.h
+rm -rf code/TerragenLoader.h
+rm -rf code/TerragenLoader.cpp
+# rm -rf code/TextureTransform.h
+# rm -rf code/TriangulateProcess.h
+rm -rf code/UnrealLoader.h
+# rm -rf code/ValidateDataStructure.h
+# rm -rf code/Version.cpp
+# rm -rf code/VertexTriangleAdjacency.cpp
+# rm -rf code/VertexTriangleAdjacency.h
+# rm -rf code/Win32DebugLogStream.h
+rm -rf code/X3DImporter_Macro.hpp
+rm -rf code/X3DImporter_Metadata.cpp
+rm -rf code/X3DImporter_Networking.cpp
+rm -rf code/X3DImporter_Texturing.cpp
+rm -rf code/X3DImporter_Shape.cpp
+rm -rf code/X3DImporter_Rendering.cpp
+rm -rf code/X3DImporter_Postprocess.cpp
+rm -rf code/X3DImporter_Light.cpp
+rm -rf code/X3DImporter_Group.cpp
+rm -rf code/X3DImporter_Geometry3D.cpp
+rm -rf code/X3DImporter_Geometry2D.cpp
+rm -rf code/X3DImporter.cpp
+rm -rf code/X3DExporter.cpp
+rm -rf code/X3DVocabulary.cpp
+rm -rf code/XFileExporter.h
+rm -rf code/XFileExporter.cpp
+rm -rf code/XFileHelper.h
+rm -rf code/XFileHelper.cpp
+rm -rf code/XFileImporter.h
+rm -rf code/XFileImporter.cpp
+rm -rf code/XFileParser.h
+rm -rf code/XFileParser.cpp
+rm -rf code/XGLLoader.h
+rm -rf code/XGLLoader.cpp
+rm -rf code/Importer
+rm -rf .git
+rm -rf cmake-modules
+rm -rf doc
+rm -rf packaging
+rm -rf port
+rm -rf samples
+rm -rf scripts
+rm -rf test
+rm -rf tools
+rm -rf contrib/zlib
+rm -rf contrib/android-cmake
+rm -rf contrib/gtest
+rm -rf contrib/clipper
+rm -rf contrib/irrXML
+rm -rf contrib/Open3DGC
+rm -rf contrib/openddlparser
+rm -rf contrib/poly2tri
+rm -rf contrib/rapidjson
+rm -rf contrib/unzip
+rm -rf contrib/zip
+rm -rf contrib/stb_image
+rm .travis*

+ 53 - 0
modules/assimp/register_types.cpp

@@ -0,0 +1,53 @@
+/*************************************************************************/
+/*  register_types.cpp                                                   */
+/*************************************************************************/
+/*                       This file is part of:                           */
+/*                           GODOT ENGINE                                */
+/*                      https://godotengine.org                          */
+/*************************************************************************/
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur.                 */
+/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md)    */
+/*                                                                       */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the       */
+/* "Software"), to deal in the Software without restriction, including   */
+/* without limitation the rights to use, copy, modify, merge, publish,   */
+/* distribute, sublicense, and/or sell copies of the Software, and to    */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions:                                             */
+/*                                                                       */
+/* The above copyright notice and this permission notice shall be        */
+/* included in all copies or substantial portions of the Software.       */
+/*                                                                       */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,       */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF    */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY  */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,  */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE     */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                */
+/*************************************************************************/
+
+#include "register_types.h"
+
+#include "editor/editor_node.h"
+#include "editor_scene_importer_assimp.h"
+
+#ifdef TOOLS_ENABLED
+static void _editor_init() {
+	Ref<EditorSceneImporterAssimp> import_assimp;
+	import_assimp.instance();
+	ResourceImporterScene::get_singleton()->add_importer(import_assimp);
+}
+#endif
+
+void register_assimp_types() {
+
+#ifdef TOOLS_ENABLED
+	ClassDB::register_class<EditorSceneImporterAssimp>();
+	EditorNode::add_init_callback(_editor_init);
+#endif
+}
+
+void unregister_assimp_types() {
+}

+ 32 - 0
modules/assimp/register_types.h

@@ -0,0 +1,32 @@
+/*************************************************************************/
+/*  register_types.h                                                     */
+/*************************************************************************/
+/*                       This file is part of:                           */
+/*                           GODOT ENGINE                                */
+/*                      https://godotengine.org                          */
+/*************************************************************************/
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur.                 */
+/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md)    */
+/*                                                                       */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the       */
+/* "Software"), to deal in the Software without restriction, including   */
+/* without limitation the rights to use, copy, modify, merge, publish,   */
+/* distribute, sublicense, and/or sell copies of the Software, and to    */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions:                                             */
+/*                                                                       */
+/* The above copyright notice and this permission notice shall be        */
+/* included in all copies or substantial portions of the Software.       */
+/*                                                                       */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,       */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF    */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY  */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,  */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE     */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                */
+/*************************************************************************/
+
+void register_assimp_types();
+void unregister_assimp_types();

+ 1 - 1
scene/3d/mesh_instance.cpp

@@ -96,7 +96,7 @@ void MeshInstance::_get_property_list(List<PropertyInfo> *p_list) const {
 	ls.sort();
 
 	for (List<String>::Element *E = ls.front(); E; E = E->next()) {
-		p_list->push_back(PropertyInfo(Variant::REAL, E->get(), PROPERTY_HINT_RANGE, "0,1,0.01"));
+		p_list->push_back(PropertyInfo(Variant::REAL, E->get(), PROPERTY_HINT_RANGE, "0,1,0.00001"));
 	}
 
 	if (mesh.is_valid()) {