Gltf-blender-io: Problem exporting skinned mesh with bones that have no skins

Created on 16 Jan 2019  路  8Comments  路  Source: KhronosGroup/glTF-Blender-IO

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

In Blender:
screenshot 2019-01-15 19 21 16

In gltf viewer:
screenshot 2019-01-15 19 24 08

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

bug exporter

Most helpful comment

@setpixel with the most recent commit, the model should export correctly

All 8 comments

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.

I can confirm, the bones and pose get mixed up (right: glTF -> export -> import):

image

cube1.zip

@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!

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