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Animation bug , potential bone export issues and/or vertex weight issues #1293
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Animations aren't necessary, it happens on a static scene (say frame 18 of dive roll). DEF-spine.006 bone is implicated. Possibly related to #1083; DEF-spine.006's parent-relative matrix is not decomposable to TRS. Also export/reimport with .dae also shows this problem. |
Seems like indeed it is similar
it does seem related , is there any possible manual workarounds ? or is it a wait for code changes type of issue? |
I've a similar issue where I create a very basic animation in Blender with Rigify armature and automatic weights, which displays just fine in Blender, you can just open the .blend file and press Here's what my hand looks like in Blender : and here's what it looks like in Babylon.js sandbox after export: The same problem happens in other places but here it's really obvious. Don't hesitate to tell me if it's something that I can fix on my side, but I haven't been able to come up with a solution yet. |
It's possible that my issue is caused by an interaction with the rig created by rigify, when I export I get a few warnings:
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I can try to export animations with a manually created armature or with a rig created with Auto Rig Pro instead of Rigify to see if it works better. |
I just checked and Auto-Rig Pro doesn't support GLTF export at all, due to many missing features such as bendy bones not being available at such, and I suspect I might hit similar limitations with the Rigify rig. Does anyone know if it's possible to configure the Rigify rig to avoid having "more than 4 joint vertex influences", disable bendy bones etc so that the animation can be exported to GLTF without any warning, exactly as it's being displayed in Blender? |
I confirm that it works with a manually created armature with a few FK and even IK bones. |
Hello, You now have an option at export to flatten the bone hierarchy, when matrix are not decomposabled to TRS. |
First noticed this bug when importing into Godot, but also with Don's online gltf viewer, the animation is highly deformed around the head area specifically with the dive-roll animation.
Scene was created with a rigify armature and automatic weights assigned to bones, i attempted to normalize the head bones but it did not seem to do much.
http://7rnx.net/fleeky-pub/blender/cloth-char-rig1.blend
To Reproduce
Steps to reproduce the behavior:
Expected behavior
Same exact animation in blender
Screenshots
.blend file/ .gltf
If applicable, a zipped folder containing a .blend file for exporter issues and a .gltf file for importer issues. Please take care to include all resources, such as textures in the .zip file.
Version
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