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Skeleton Data and Model Data is crushing while exporting #783

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yufae opened this issue Nov 21, 2019 · 6 comments
Closed

Skeleton Data and Model Data is crushing while exporting #783

yufae opened this issue Nov 21, 2019 · 6 comments
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Animation exporter This involves or affects the export process

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@yufae
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yufae commented Nov 21, 2019

Hello, I have a blend file includes an object with skeleton and one animation. I can export fbx file and it works perfectly and I can even convert fbx file to usdz file and it also works perfectly but when I want to export it as glb/gltf file the right arm of the object and the skeleton crash.
I couldn't find the problem.

Could you Please help on this issue.

Here is the blend file
akin5.blend.zip

  • OS: masOS Mojave 10.14.4
  • Blender Version 2.8
@julienduroure julienduroure added Animation exporter This involves or affects the export process question Further information is requested labels Nov 21, 2019
@julienduroure
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Hello,
Did you test with latest build of blender (blender 2.81 beta) ?

@yufae
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yufae commented Nov 22, 2019

I did now. but it totally crashes. Gltf validator gives the errors below.

Thanks.

Error Message Pointer
ACCESSOR_INDECOMPOSABLE_MATRIX Matrix element at index 127 is not decomposable to TRS. /accessors/6
ACCESSOR_INDECOMPOSABLE_MATRIX Matrix element at index 143 is not decomposable to TRS. /accessors/6
ACCESSOR_INDECOMPOSABLE_MATRIX Matrix element at index 207 is not decomposable to TRS. /accessors/6
ACCESSOR_INDECOMPOSABLE_MATRIX Matrix element at index 223 is not decomposable to TRS. /accessors/6
ACCESSOR_INDECOMPOSABLE_MATRIX Matrix element at index 239 is not decomposable to TRS. /accessors/6
ACCESSOR_INDECOMPOSABLE_MATRIX Matrix element at index 319 is not decomposable to TRS. /accessors/6
ACCESSOR_INDECOMPOSABLE_MATRIX Matrix element at index 335 is not decomposable to TRS. /accessors/6
ACCESSOR_INDECOMPOSABLE_MATRIX Matrix element at index 367 is not decomposable to TRS. /accessors/6
ACCESSOR_INDECOMPOSABLE_MATRIX Matrix element at index 383 is not decomposable to TRS. /accessors/6
ACCESSOR_INDECOMPOSABLE_MATRIX Matrix element at index 399 is not decomposable to TRS. /accessors/6
ACCESSOR_INDECOMPOSABLE_MATRIX Matrix element at index 415 is not decomposable to TRS. /accessors/6
ACCESSOR_INDECOMPOSABLE_MATRIX Matrix element at index 431 is not decomposable to TRS. /accessors/6
ACCESSOR_INDECOMPOSABLE_MATRIX Matrix element at index 511 is not decomposable to TRS. /accessors/6
ACCESSOR_INDECOMPOSABLE_MATRIX Matrix element at index 527 is not decomposable to TRS. /accessors/6
ACCESSOR_INDECOMPOSABLE_MATRIX Matrix element at index 543 is not decomposable to TRS. /accessors/6
ACCESSOR_INDECOMPOSABLE_MATRIX Matrix element at index 559 is not decomposable to TRS. /accessors/6
ACCESSOR_INDECOMPOSABLE_MATRIX Matrix element at index 575 is not decomposable to TRS. /accessors/6
ACCESSOR_INDECOMPOSABLE_MATRIX Matrix element at index 591 is not decomposable to TRS. /accessors/6
ACCESSOR_INDECOMPOSABLE_MATRIX Matrix element at index 607 is not decomposable to TRS. /accessors/6
ACCESSOR_INDECOMPOSABLE_MATRIX Matrix element at index 623 is not decomposable to TRS. /accessors/6
ACCESSOR_INDECOMPOSABLE_MATRIX Matrix element at index 639 is not decomposable to TRS. /accessors/6
ACCESSOR_INDECOMPOSABLE_MATRIX Matrix element at index 655 is not decomposable to TRS. /accessors/6

@yufae
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yufae commented Nov 25, 2019

Do you have any other idea?

Thenks

@julienduroure
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julienduroure commented Nov 26, 2019

This is a known issue, because of scale on the armature object.
This is allowed in Blender, but always a bad idea.

Waiting this feature is implemented, there is a workaround, quite long to perform:

  • Apply scale on armature object
  • This will mess up all translation animation bones
  • So go to GraphEditor
  • Set 2D cursor to 0 / 0
  • Set Pivot Point to 2D Cursor
  • change visibility to display only location of all your bones without parents
  • Scale your curve, on Y axis only, by 0.001 (because this was your initial scale on armature)
  • This should work (needed to be done on each action if multiple action on blend file)

@julienduroure julienduroure removed the question Further information is requested label Nov 26, 2019
@julienduroure
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Well, in your case, no bone has some location animation, so after applying scale on armature, you can scale location of your mixamorig:Hips bone by 1000 (on X / Y and Z)

@julienduroure
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This was fixed in master

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