Gltf-blender-io: Export with Rigify Armature is broken.

Created on 5 Feb 2019  路  13Comments  路  Source: KhronosGroup/glTF-Blender-IO

Using Blender 2.8. Some animations are also repeated/broken.

image

Animation Skinning_&_Rigging bug exporter

All 13 comments

Would you be able to share an example .blend file? You can attach ZIP archives to GitHub comments. Thanks!

Would you be able to share an example .blend file? You can attach ZIP archives to GitHub comments. Thanks!

Sure, here it is:
PlayerCharacter.zip

I forgot to mention that I'm using Blender 2.8 and I'm trying to export to a Game Engine (Godot).
Thank you.

FWIW: I just figured out an issue with inverse bind matrices (they did not take the mesh object xform into account). Working on a PR - this may help :)

PR #280

Doesn't seem to solve everything though :(

I believe this to be very related to my issue here: https://github.com/KhronosGroup/glTF-Blender-IO/issues/232

@setpixel would you be able to test whether #280 fixes the issue?

@donmccurdy checking now!

Hmm - no it doesn't seem to fix it.
screenshot 2019-02-07 10 40 41

Ok thanks for checking! Looks like there are additional issues.

I think the issue is around the skin order

Thanks for checking this guys, you are awesome! We are trying to use gltf to make a game multiplayer game with godot.

Initially exporting I see this error:
screen shot 2019-02-08 at 1 06 19 pm

That's not the core issue here (there's stuff to fix in the skinning export, for sure) but want to not lose track of it.

This is now solved

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