Filament: Error when importing a glb file with blendshape animation

Created on 12 Nov 2020  Â·  11Comments  Â·  Source: google/filament

Hi everyone, I'm new to github. I am using filament for a project where a 3d model (glb format) is implemented.
Inside my avatar I have inserted different blend shapes for the various facial expressions. Not knowing how to access blendshape values. To solve the problem I created shape keys animations, but when I import the model on filament the system crashes without giving me an error. Note that the same model is working on filament v 1.6.0, using the loadModelGlb function. I'm currently working on 1.9.8 (also on 1.9.7).

I wanted also to know if there is a way to access the blendshapes via script and be able to animate them in a given time frame through a value (ranging from 0 to 1)?

gltfio

Most helpful comment

Thank you! I am able to reproduce the issue now.

All 11 comments

What is the error exactly? Can you share the crash logs please? Note that there is a current limit of 8 blend shapes. See https://github.com/google/filament/issues/1487

What is the error exactly? Can you share the crash logs please? Note that there is a current limit of 8 blend shapes. See #1487

Hi Romain Guy, thanks for your reply. I have 4 blend shapes in the 3d model. When I load the model on 1.9.8 the app crashes without any errors on the console. I also noticed that debugging the code always crashes when it fetches the animator and the "loadmodel" function. This is a strange fact as mentioned above in version 1.6.0 everything was fine and everything was tested both on emulator and on physical device (xiaomi mi8 google 4 nexus 6). Any idea why the crash?

p.s. At the moment I cannot attach the model due to copyright issues

same problem

Thanks @simonepelosi -- do you have a repro model or call stack?

@prideout this is the console
Schermata 2020-11-17 alle 11 13 44

I think I understand what causes the error: I have an avatar created by several components, the head and body grouped together. The body is joined to a skeleton while the head is related to the "head" joint of the skeleton (so it is not part of the skeleton binding). I saw the animations of the blend shapes work for me because I only exported the head to test it on filament. The problem is that when I import the file that contains both the skeleton animations and the blend shape animations (shape keys) it crashes giving me the error. Soon I'll pass you a model that gives the same error.

Error:

E/Filament: Error opening trace file: No such file or directory (2)
A/libc: /Volumes/Android/buildbot/src/android/ndk-release-r21/external/libcxx/../../external/libcxxabi/src/abort_message.cpp:72: abort_message: assertion "terminating" failed
A/libc: Fatal signal 6 (SIGABRT), code -1 (SI_QUEUE) in tid 12642 (p.Test1), pid 12642 (p.Test1)

p.s. On three js the blendshape animations work. Soon I will share a 3d model that shows the same error

AvatarEx.glb.zip

@prideout This is a simplified version of the 3d model but it gives the same error.

Thank you! I am able to reproduce the issue now.

In this model, the Emote_Happy animation targets the Head_Netural node, which does not belong to any of the scenes. I think this is technically a legal thing to do, so I will make a fix for this in gltfio::Animator. Thanks for the bug report!

Thank you @prideout !

thank you @prideout

Il giorno mer 18 nov 2020 alle ore 20:26 Philip Rideout <
[email protected]> ha scritto:

Closed #3285 https://github.com/google/filament/issues/3285 via #3299
https://github.com/google/filament/pull/3299.

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