Gltf-blender-io: Skeleton not exported

Created on 30 Oct 2018  路  14Comments  路  Source: KhronosGroup/glTF-Blender-IO

Hi
I am using the current master branch for this add-on

Here is my rig structure

1

I export it to gltf with default settings, but after I load it again there is no rig on model

2

Will appreciate any help.

bug exporter

Most helpful comment

Should now reimport as expected

All 14 comments

Hello,

Please provide your blend file and/or your gltf file. It's difficult to check what's wrong only with screenshots.

Okay,
You can get blend file here

Note, I am using current master branch up until this commit

When I export with this add on : https://github.com/KhronosGroup/glTF-Blender-Exporter
it works ok.

Looks like a bug in the exporter. The output .glTF has no skins

cc94870 fixes the skins not beeing exported.
The validator still does not accept the exported glTF, as it can not decompose the inverse bind matrices of some bones.
When importing the above glTF, the importer fails with a seemingly unrelated error, @julienduroure maybe you can verify this?

Hi @UX3D-becher,
Seems something is wrong on your export hierarchy. All children of "root" node (node 79, children are node id 63 to 78) has no children at all. That means that I can't find any bones starting from root.

Any news? Is there a problem with my model?

Should now reimport as expected

Thanks for the fix.

Hmm... when the rig has animation on it, I get this error upon export
screenshot_2018-11-02_09-48-29

Here is the same model with animation

Anybody have confirmed this yet ?

Yes, i can confirm the error, it is a bug in the exporter.

8fbe41dc16a687e974d0f5d1bbd26c34b7ba616e should fix the issues with rigged animation exports

Thank you :)

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