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Crash loading big GLTF Model #18620
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Does this happen on import or when you load in-game? Also, have you tried in the non-Mono version? |
Hi @vnen, the crash happen during the import. And it happen with both version mono and non-mono. The same big model is loading fine with the three.js viewer. |
@vnen is it possible to run godot directly from Xcode to breakpoint and try to give you more information about the crash ? |
@wolfviking0 yes, it's possible. You need to set up the command line arguments to run the editor directly and not the project manager. There's a doc page about configuring Xcode, though I'm not sure if it's up to date: http://docs.godotengine.org/en/latest/development/cpp/configuring_an_ide.html#xcode |
@vnen I was able to configure the project to start with Xcode and breakpoint, unfortunately the loading of the path directly do not seem to work for me, any suggestion ? Console:arguments |
@wolfviking0 looks like it can't find nor create the config file. I'm not sure why this is a problem but you can try to put a blank file called |
@vnen I can see the issue of the loading the config file is gone, but still Godot is not launching directly the project using --path. |
@vnen, finally here more information I was able to catch, the crash happen in the line 1743 of the file editor_scene_importer_gltf.cpp The p_parent_bones size is 3, but the index request is 3 too. So the operator [] crash of course. I am not sure why it's happening in Godot, as I say before this model load fine with three.js. |
I don't know about glTF, but maybe it could be fixed by checking the actual size of vector in the condition: godot/editor/import/editor_scene_importer_gltf.cpp Lines 1742 to 1744 in c32b24d
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@vnen right if I add something like, Godot it's not crashing anymore, but the model is incorrect, is missing one big part (The head ...) |
@vnen I wanted to try another model a little bit simpler, but with a similar structure, I try to load this model https://github.com/KhronosGroup/glTF-Sample-Models/tree/master/2.0/CesiumMan |
There have been improvements to GLTF2 loading. Please try your test models. |
@wolfviking0 Can you still reproduce this on 3.2 beta4? |
Can we close this bug after two weeks? |
Yes. Please comment if you can still reproduce the issue, and share the affected model. |
Hi,
I am trying to find the best way to load GLTF model, so far after comparing Unity / Unreal / JMonkey only Godot has a support of blend shape.
I first test loading a basing AnimatedCube from the official Khronos Model repository, everything is fine.
But now I want to try on a bigger model with around 55 blend shape. But each time I try I have a crash of Godot.
I add the stack trace I was able to grab from the console.
Godot version:
Godot_v3.0.2-stable_mono_osx64
Issue log:
Bugsquad edit: formatting
Native stacktrace:
Debug info from gdb:
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