Gltf-blender-io: Scaling issue when non normalized quaternion

Created on 18 Mar 2020  路  5Comments  路  Source: KhronosGroup/glTF-Blender-IO

Describe the bug
Mesh scale is weird when exported glb from blender.

To Reproduce
Steps to reproduce the behavior:
Export mesh from blender as gltf
Scaling is wrong(?) on export

Expected behavior
Export sucessfully with shape keys as morph targets for threejs

Screenshots
image

.blend file/ .gltf
scene (2).zip

Version

  • OS: [e.g. macOS, linux]
  • Blender Version 2.82.7
Mesh_&_Object bug exporter

All 5 comments

The scale looks the same in both places to me:

blender
Screen Shot 2020-03-18 at 12 46 46 PM

threejs
Screen Shot 2020-03-18 at 12 46 54 PM

Note both are about 6 units across. Could you explain what you mean by "scale is weird"?

there is a mesh 3d printer in that gltf file scene. thats the only one so far that has shape keys.
I do understand my explanation was kinda subpar. bottom right corner the mesh is really not as it should be. I had the object in question highlighted in blender but I should have been more clear

Hah ok I see it now, thanks! We'll take a look.

Ok, find the root cause, and I am able to reproduce on simpler scene:

image

This is linked to a non normalized quaternion rotation on your 3D printer (object with parent having a scale)
Change 3D printer rotation from:
image

To:
image

Will solve the issue

I'll confirm that worked and fixed it. Thank you for the (especially fast) help.

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