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Bounding box incorrect for scaled gltf exported from blender #192

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benolayinka opened this issue Apr 17, 2020 · 2 comments
Closed

Bounding box incorrect for scaled gltf exported from blender #192

benolayinka opened this issue Apr 17, 2020 · 2 comments

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@benolayinka
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I applied some animations in Mixamo to a mesh I created Blender, and in the FBX files that came back, my mesh unfortunately has a scale of 11.x and the armature a scale of 0.010. The animations still look and play fine in Blender, and also work in the Babylon sandbox, but in your GLTF viewer, the mesh is HUGE! You have to look directly upwards to see it, because you're below the foot of my character.

Screenshot 2020-04-17 at 21 55 23

I copied the source from your repo and when I make the bounding box viewable, I see that it's tiny compared to the mesh.

Here's the gltf and blend files
coach.zip

@donmccurdy
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I think the underlying issue is mrdoob/three.js#14499 or mrdoob/three.js#11991 .... the viewer is unable to account for skinning when choosing the initial viewport.

@donmccurdy donmccurdy added the bug label Apr 17, 2020
@donmccurdy
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Closing as a duplicate of #147.

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