Rework on Gilbert using Protowolfs Blender Addon for Export. Molecules using MelcularNodes, Work on Songs
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22 changed files with 224 additions and 12 deletions
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Audio/Soundtrack/WIP/Song_1/Song_1.rpp
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Audio/Soundtrack/WIP/Song_2/Song_2.rpp
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Audio/Soundtrack/WIP/Song_5/Song5/Song5/Song5V2.rpp
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Audio/Soundtrack/WIP/Song_6/Song_6/Song_6.rpp
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Audio/Soundtrack/WIP/Song_6/Song_6/Song_6.rpp
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Blendfiles/Molecules/Nitrate.blend
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Blendfiles/Molecules/Nitrate.blend.MNSession
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Blendfiles/Molecules/textures/NewMolecule.002_Bake1_PBR_Diffuse.1002.png
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Blendfiles/Robots/Gilbert/Export/GilbertMesh.fbx
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Blendfiles/Robots/Gilbert/Export/Gilbert_Actions__BowDown.fbx
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Blendfiles/Robots/Gilbert/Export/Gilbert_Actions__DigOut.fbx
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Blendfiles/Robots/Gilbert/Export/Gilbert_Actions__Idle.fbx
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Blendfiles/Robots/Gilbert/Export/Gilbert_Actions__Jump.fbx
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Blendfiles/Robots/Gilbert/Export/Gilbert_Actions__WalkBackwward.fbx
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Blendfiles/Robots/Gilbert/Export/Gilbert_Actions__WalkForward.fbx
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Blendfiles/Robots/Gilbert/Export/Gilbert_Actions__WalkLeft.fbx
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Blendfiles/Robots/Gilbert/Export/Gilbert_Actions__WalkRight.fbx
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Blendfiles/Robots/Gilbert/Gilbert.blend
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VIRTUOS_Assets/.gitattributes
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*.blend filter=lfs diff=lfs merge=lfs -text
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*.umap filter=lfs diff=lfs merge=lfs -text
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*.uasset filter=lfs diff=lfs merge=lfs -text
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## Unreal Engine ##
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## Auto detect text files and perform LF normalization ##
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* text=auto
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# UE file types
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--------------------------------------------------
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# 2D formats
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# Read more in: https://docs.unrealengine.com/4.26/en-US/RenderingAndGraphics/Textures/Importing/
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# Recommended use:
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*.[tT][gG][aA] filter=lfs diff=lfs merge=lfs -text
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--------------------------------------------------
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# 3D formats
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# Always recommended to use:
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# The UE4 FBX import pipeline uses FBX 2018
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*.[fF][bB][xX] filter=lfs diff=lfs merge=lfs -text
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# Can also be used:
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*.[oO][bB][jJ] filter=lfs diff=lfs merge=lfs -text
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# Other supported formats:
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*.[aA][bB][cC] filter=lfs diff=lfs merge=lfs -text
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*.[gG][lL][bB] filter=lfs diff=lfs merge=lfs -text
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--------------------------------------------------
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# Audio formats
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# Read more in: https://docs.unrealengine.com/4.27/en-US/WorkingWithAudio/Overview/#:~:text=Unreal%20Engine%204%20(UE4)%20supports,16%2Dbit%20format%20PCM%20files.
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# Always recommended to use:
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*.[wW][aA][vV] filter=lfs diff=lfs merge=lfs -text
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*.[oO][gG][gG] filter=lfs diff=lfs merge=lfs -text
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# Not recommended to use, but supported:
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* [wW][mM][aA] filter=lfs diff=lfs merge=lfs -text
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--------------------------------------------------
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# Video formats
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# Read more in: https://docs.unrealengine.com/5.0/en-US/media-framework-technical-reference-for-unreal-engine/
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# Always recommended to use, supports all platforms:
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# For the best compatibility and performance, it is recommended to use H.264 encoded MP4 (.mp4) container files.
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*.[mM][pP]4 filter=lfs diff=lfs merge=lfs -text
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Can also be used, only some platforms are supported:
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*.3[gG]2 filter=lfs diff=lfs merge=lfs -text
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*.3[gG][pP] filter=lfs diff=lfs merge=lfs -text
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--------------------------------------------------
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# Fonts
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# Read more in: https://docs.unrealengine.com/5.0/en-US/importing-fonts-in-unreal-engine/
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*.[tT][tT][fF] filter=lfs diff=lfs merge=lfs -text
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*.[oO][tT][fF] filter=lfs diff=lfs merge=lfs -text
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--------------------------------------------------
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# Documents
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*.[cC][sS][vV] filter=lfs diff=lfs merge=lfs -text
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# This is optional, to store information you want to share in the repository as documentation about the project, remove it if you don't need it.
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*.[pP][dD][fF] filter=lfs diff=lfs merge=lfs -text
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*.rpp filter=lfs diff=lfs merge=lfs -text
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*.rpp-bak filter=lfs diff=lfs merge=lfs -text
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# Visual Studio 2015 user specific files
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.vs/
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# Compiled Object files
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*.slo
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*.lo
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*.o
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*.obj
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# Precompiled Headers
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*.gch
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*.pch
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# Compiled Dynamic libraries
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*.so
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*.dylib
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*.dll
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# Fortran module files
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*.mod
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# Compiled Static libraries
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*.lai
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*.la
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*.a
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*.lib
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# Executables
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*.exe
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*.out
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*.app
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*.ipa
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# These project files can be generated by the engine
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*.xcodeproj
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*.xcworkspace
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# *.sln
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*.suo
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*.opensdf
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*.sdf
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*.VC.db
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*.VC.opendb
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# Precompiled Assets
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SourceArt/**/*.png
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SourceArt/**/*.tga
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# Binary Files
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Binaries/*
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Plugins/*/Binaries/*
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# Builds
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Build/*
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# Whitelist PakBlacklist-<BuildConfiguration>.txt files
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!Build/*/
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Build/*/**
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!Build/*/PakBlacklist*.txt
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# Don't ignore icon files in Build
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!Build/**/*.ico
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# Built data for maps
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*_BuiltData.uasset
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# Configuration files generated by the Editor
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Saved/*
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# Compiled source files for the engine to use
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Intermediate/*
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Plugins/*/Intermediate/*
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/Blendfiles/BlenderAssetLibraries/*
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# Cache files for the editor to use
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DerivedDataCache/*
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# Custom
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*.rpp-bak
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*.blend1
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