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COLLADA2GLTF does not enforce top-level skeleton node must be top-level glTF node #648
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@lexaknyazev Is there a compelling reason to force a top level skeleton node to be a top level node? If not, it may be better to remove what seems like an arbitrary restriction to me. |
Here's example layout:
Skinned node ( "Cylinder": {
"meshes": [
"Cylinder-mesh"
],
"skeletons": [
"Bone"
],
"skin": "Armature_Cylinder-skin"
}, Since we've decided to forbid mixing skeleton nodes with non-skeleton nodes in one tree, we need to move
@pjcozzi said, that
With actual skeletons being top-level, we could also avoid extra parent transformations: |
@pjcozzi Could you confirm this restriction or should it be reconsidered? |
If this is something we want to do, I can pretty easily throw something into gltf-pipeline in the short term to correct the sampleModels. However, a collada2gltf fix is going to be a lot more involved. |
I am open to reconsidering this if it makes exporters/converters complicated. I don't like the idea of putting workarounds in gltf-pipeline ("output an invalid glTF then let gltf-pipeline fix it" is not the foundation we want to build on). @lexaknyazev what does this improve for loaders? Is it significant? Perhaps the tradeoff isn't worth keeping it. |
See my comment above. It's about defining local scope for |
Ah, OK. @lasalvavida what is hard about updating COLLADA2GLTF? One non-ideal solution could be to:
|
I'll see what I can do with COLLADA2GLTF. It just isn't super consistent with its memory management, so adding post-processing stages usually involves digging through SEGFAULTS. |
Continuation: |
See
RiggedSimple.gltf
and #624 (comment).The text was updated successfully, but these errors were encountered: