Comments (11)
Here you go:
from_gltf_export_skinned_cylinder.zip
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I'm going to install the Blender addon and export that object and see what's going on.
(you can also give me the exact gltf/glb file that was exported on your side here; just in case
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Going to step through the skeleton reading with a debugger and look at the raw data in the json, see if nothing stupid is going on
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Indeed, the "root" node used here is 2, while the list of joints are the nodes 3 to 6 in the gltf hierarchy
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Okay, I think I found the "bug". The sample object that I was using while testing is using the same node index for it's "skeleton" object as for the first joint in it's array of joints. This seems that it's generally not the case.
As far as I can tell, the root bone is the first joint inside the skin object. After that, each of them define their list of children, so we can recurse through that...
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@stig-atle Can you confirm you don't have the original issue anymore with the latests commits on master
?
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It does not crash - all though I cannot see the geometry in the viewport either. I have to test some more to be sure things are in order.
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I actually haven't checked for the geometry. It may be just a matter of moving the camera inside the main
in the test program, or changing the position/scale of the scene node
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The issue is a bit more complex that I thought originally, I'm trying to understand what exactly should be the transform to apply to the root bone/all the bones based on theses discussions and standard texts
https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#joint-hierarchy
This whole twitter thread with Crashy https://twitter.com/LMCrashy/status/1015632363907403781
This issue with on the GLTF repository KhronosGroup/glTF#1270
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@stig-atle Can you check with current master branch? Lots of fixes with the bone parsing were implemented. Including some bone indices that where messed-up
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I consider this fixed.
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Related Issues (17)
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