After I export a gltf, my skinned mesh appears to be very odd.
In Blender:

In gltf viewer:

While very visually interesting, this isn't the desired result 馃槃
I am manually adding leaf bones to my armature so I can see the lone child bones in my engine.
I can manually "fix" this by reordering the skins, joints list.
"skins" : [
{
"inverseBindMatrices" : 14,
"joints" : [
54,
43,
42,
41,
2,
1,
0,
21,
20, ...
If I take the indexes of my new leaf joints and move them to the bottom, it will render properly.
I wonder if the joints are not ordered properly on export?
I'm also curious if this is related to #184
SOURCE BLENDER:
female-adult.blend.zip
Hi @julienduroure !
I know the answer is, when it's ready. However, I was wondering about timing on the skinning issues for the exporter. I really want to ship with GLTF rather than FBX files.
I was looking at where to fix this, but I don't know if I understand the root of the problem. Is there a way I could help?
Sorry, I know these type of comments are annoying.
In the neck and the hips, the bones are not connected in your model. That can definitely cause problems.
@UX3D-schmithuesen are offset bones not supported? I thought offset/connected shouldn't matter, since in the end only the (end) joints are exported.
I just tested exporting a simple mesh and indeed adding a single offset bone messes up the resulting transforms completely, which worked for me in the old -Exporter version.
@setpixel could you elaborate on your fix? Maybe even supply both, the broken and fixed .gltf?
@UX3D-becher it was a false claim unfortunately. i thought i fixed it by reordering the skins. the fix i ended up using was exporting the fbx and using a fbx to gltf command line converter - which isnt really a fix. :(
@setpixel with the most recent commit, the model should export correctly
WAT WAT WAT? This is great news. I will give it a test!
Most helpful comment
@setpixel with the most recent commit, the model should export correctly