-
-
Notifications
You must be signed in to change notification settings - Fork 35.6k
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Some areas of meshes does not move with corresponding bones when using GLTF #10549
Comments
Does this problem still occur on the latest revision r84 dev? |
Yes. The problem is still occur in revision 84dev. |
There could be more going on, but most of the problem is #10366. Several KeyframeTrack instances are failing to validate because of '.' characters in the node names. Example track name: EDIT: If I hack a fix to that, and rename the texture (the glTF file specifies Untitled.001.png for some reason), I get this. So, better, but definitely still broken. |
Hm, it looks that the gun position should correspond to the guy's right hand's/back's(before he grabs it) but it doesn't... Gun't rotation looks fine maybe tho. |
Does this glTF model work on other libraries? I doubt if the conversion from Collada to glTF has done correctly On .dae the translation value of that parameter fluctuates in the animation |
I have not tried to use another libraries, but collada2gltf team have: |
Well, you mean replacing dots with slashes in the original project has fixed the gun transformation issue? So, it means the transformation issue was caused by converter, not Three.js? |
Cool. I think the converter got something wrong in the texture as well, at least when I ran it. We'll be fixing #10366 in any case, that issue keeps coming up. I worked around this by trying one (of several) fixes for that issue rather than editing the file, but finding the right fix for that is a bit harder. |
Underscores. Sorry). Yes. It looks like the problem of the gun is caused by collada2gltf. What about texture - it is composed of two problems: firstly Blender put old texture to .dae file after exportation which is already removed from the project and secondly - collada2gltf set that old texture as a texture by default. |
I believe this is now fixed. Importing your COLLADA file into Blender and exporting with the glTF-Blender-Exporter, I get a correctly-animated result: Note that the materials may take some tuning in Blender... there are particular material settings that the exporter needs. |
Description of the problem
I have a 3D model exported from Blender to Collada and then converted to GLTF using collada2gltf converter. I have already fully described the problem here:
KhronosGroup/COLLADA2GLTF#13
Please, read this at first.
As figured out this is a problem somewhere in Three.js. May be in GLTF Loader, may be in GLTF Shader or somewhere else.
The problem is that vertices of some areas on mesh are not properly bound to corresponding
bones.
Three.js version
Browser
OS
The text was updated successfully, but these errors were encountered: