cx20 Posted October 22, 2016 Share Posted October 22, 2016 I tried the loading of some of gltf models by babyon.js. https://cx20.github.io/gltf-test/ However, Orientation of some of glTF models for Skinning is incorrect. For example, https://cx20.github.io/gltf-test/examples/babylonjs/index.html?model=RiggedSimple&scale=0.2 https://cx20.github.io/gltf-test/examples/babylonjs/index.html?model=RiggedFigure&scale=1 https://cx20.github.io/gltf-test/examples/babylonjs/index.html?model=CesiumMan&scale=1 Please confirm whether there is a problem. Quote Link to comment Share on other sites More sharing options...
hen Posted October 24, 2016 Share Posted October 24, 2016 I think this is not a babylon issue and related to the gltf converters axis conversion.@Luaacro did provide a solution some months back, where you just init the loader with GLTFFileLoader.MakeYUP = true; julien-moreau 1 Quote Link to comment Share on other sites More sharing options...
cx20 Posted October 24, 2016 Author Share Posted October 24, 2016 Thank you for a reply. I tried following code. GLTFFileLoader.MakeYUP = true; It has been turned upside down. However, orientation was not repaired... Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted October 24, 2016 Share Posted October 24, 2016 Ping @Luaacro Quote Link to comment Share on other sites More sharing options...
julien-moreau Posted November 23, 2016 Share Posted November 23, 2016 I'm on it ! cx20 1 Quote Link to comment Share on other sites More sharing options...
julien-moreau Posted January 12, 2017 Share Posted January 12, 2017 @cx20, it has been fixed in the latest pull request MakeYUP is now deprecated since we use the right handed system as default. Now you have nothing special to do it, will work alone Quote Link to comment Share on other sites More sharing options...
cx20 Posted January 12, 2017 Author Share Posted January 12, 2017 @Luaacro I confirmed that the rotation problem was solved. I updated the following status https://github.com/cx20/gltf-test#gltf-10-sample-models Is it real that the right hand coordinate system is the default? I was a little surprised I previously wrote a comparative article on the WebGL library. In that article, I wrote that Babylon.js is a left hand coordinate system, so I have to correct it. Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted January 12, 2017 Share Posted January 12, 2017 Babylon.js is left handed by default but gltf is right handed :0 cx20 1 Quote Link to comment Share on other sites More sharing options...
julien-moreau Posted January 13, 2017 Share Posted January 13, 2017 No no ! I meant that the gltf loader uses right handed as default (babylonjs is left by default but the loader configures babylonjs to use right handed) my sentence was badly constructed cx20 1 Quote Link to comment Share on other sites More sharing options...
cx20 Posted January 13, 2017 Author Share Posted January 13, 2017 I understood that glTF Loader rather than Babylon.js is a right hand coordinate system Quote Link to comment Share on other sites More sharing options...
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