Gltf-blender-io: Rigged example export failing.

Created on 8 Nov 2018  Â·  5Comments  Â·  Source: KhronosGroup/glTF-Blender-IO

https://www.patreon.com/posts/free-animated-22105894

^This .blend file exports correctly to FBX, and the FBX correctly converts with FBX2glTF. When exported directly to glTF from this exporter, however, the meshes are misplaced and rotated. I'm not sure how it relates to the content of the .blend file, but the (working) output of FBX2glTF is structured with meshes nested under bones:

screen shot 2018-11-08 at 8 29 54 am

Skinning_&_Rigging bug exporter

All 5 comments

Could this be related to https://github.com/KhronosGroup/glTF-Blender-Exporter/issues/332 ?

Would be great to get a model with multiple game-like animations like this into the samples repo.

Entirely possible. I think https://github.com/KhronosGroup/glTF-Blender-Exporter/issues/74 also looks related.

Also linking https://github.com/KhronosGroup/glTF-Blender-Exporter/issues/253 which isn't obviously connected here, but is similar conceptually – rigs that are "valid" in Blender often export incorrectly, the exporter is opinionated about how rigs must be configured.

We did manage to get a working export via FBX2glTF: https://threejs.org/examples/?q=skinn#webgl_animation_skinning_morph

We just verified that the blend file is also broken with an old version of the exporter, so we will try to fix it next month. Our tests indicate that it is not a problem with multiple animations, but with skinning.

Removing the 'enhancement' label here - I think this is a bug rather than a new feature request.

Closing, seems animations export fine now

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