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Wrong scaling in animation/armature export #828
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(Closing, as #783 will remain open until this is fixed) |
Was investigating this issue, and have some question: Because I found some weird stuff: (tested with Blender 2.82 alpha) Exporting ybot file and viewing in https://sandbox.babylonjs.com/ : Scale seems to be OK. Exporting ybot file and viewing in Godot 3.2 beta : Seems to be OK Now, in ybot file, I added a cube near the character, to check scaling: Viewing in https://gltf-viewer.donmccurdy.com/ : Viewing in https://sandbox.babylonjs.com/ : Viewing in Godot 3.2 beta : So ... not sure there is some issue here in blender exporter (but maybe in viewer @donmccurdy ?) |
Used the built-in Windows 10 3D Viewer and our own engine to view the gltf data. Noticed the scale diff between 2.80 and 2.8x exports. |
I added a cube in the .blend file, and exported scene, using 2.80 and 2.82 alpha. |
@julienduroure there is a known issue in my viewer (donmccurdy/three-gltf-viewer#147), that the skinning deformation is not taken into account for the default camera position. So if the skinning deformation applies a 100x scale (very possible if the model was converted from FBX), the camera will focus on an area 100x too small. Adding an unskinned cube at the same size fixes that issue, because the viewer will position the camera to include it. You can get a rough sense of the "world scale" of the model by enabling the "Grid" option in my viewer's settings. Based on the grid sizing (1 unit / square), it looks like the object's scale is correct and it's just the default viewport choice that is wrong. See screenshot: |
The explaination regarding @donmccurdy 's viewer might also apply to the built-in Windows 10 3d viewer. If i place a box next to the model it looks ok. The grid also indicates camera/viewer distance is off. |
@youaresoomean Between 2.80 and 2.81, we fixed some bugs regarding InverseBindMatrix, and how skin data are exported. So, seems there is no bug here is exporter --> Closing this ticket |
Describe the bug
When importing a .fbx Model from Adobe's mixamo and then exporting it to GLTF, the scale of the model is wrong. In Blender 2.80 the scale was correct.
The armature has a scale factor of 0.01 apply to it when importing from .fbx. This might cause the scaling issue in 2.81.
To Reproduce
Steps to reproduce the behavior:
Expected behavior
Correct scale, same as in 2.80.
.blend file/ .gltf
The ybot from mixamo is in the attached zip file. It contains the .fbx downloaded from mixamo, the .blend file and the resulting .gltf.
gltf_armature_scale_issue.zip
Version
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