javalang Posted August 11, 2017 Share Posted August 11, 2017 Hello, I'd like to import a blender animation (a simple plane skinned to a single bone) via glTF into BJS-sandbox, but it looks weird, I get a black animated triangle. To keep it simplest as possible, I removed the texture in the attached GLTF-file. Please can someone help or provide a functional sample (gltf or ideally in blender format) Thanks in advance armature.gltf JackFalcon 1 Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted August 11, 2017 Share Posted August 11, 2017 Ping @bghgary who is working on a fix Quote Link to comment Share on other sites More sharing options...
bghgary Posted August 15, 2017 Share Posted August 15, 2017 Sorry for the slow response. If you just need a glTF with skinning that works, the glTF sample models repo has a bunch of skinning examples that work. The simplest one being https://github.com/KhronosGroup/glTF-Sample-Models/tree/master/2.0/RiggedSimple/glTF That said, like @Deltakosh said, I am working on some bone fixes. JackFalcon 1 Quote Link to comment Share on other sites More sharing options...
javalang Posted August 15, 2017 Author Share Posted August 15, 2017 @bghgary thank you for the response, yes I know all this examples, maybe my scenario is too far OFF from the glTF-reality, I'd like to bend a single mesh (with weighted vertices) only. In most of the examples I've seen so far the bones are connecting different meshes with full weight I think (even RiggedSimple.gltf seems to be using several meshes) Let me tell what I found out so far: Mesh1 (all vertices full weighted) ---bone--> Mesh2 (all vertices full weighted) : OK works. (blender glTF-exporter -> BJS-Sandbox) Mesh1 (from some vertices with no weight) --bone--> Mesh1(to other vertices full weighted) : NOT OK, vertices which are NOT full weighted are dropped. (blender glTF-exporter -> BJS-Sandbox) Also there is a difference between BJS-Sandbox and threejsviewer (https://gltf-viewer.donmccurdy.com/), which doesn't drop vertices bot also doesn't bend. Conclusion: it seems in glTF weighted skinning is NOT supported, but maybe I'm wrong??? A functional blender-file would be very hepful if I'm wrong. Cheers JackFalcon 1 Quote Link to comment Share on other sites More sharing options...
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