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(Maybe) a difference of DCCs causes compatibility problems of glTF animation. #685
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I'm sure it's not a skinning problem. It must be a bone animation problem. |
@lexaknyazev has been looking at skinning a lot recently for the 1.0.1 spec. @lexaknyazev any chance you have a minute to check out this model and see if anything jumps out as being wrong compared to the Cesium man model? |
@emadurandal also:
|
@emadurandal I also noticed that PBR is on the GLBoost roadmap, feel free to chime in on #643. |
The first thing that jumps out is "skeletons": [
"_koshi",
"_koshi_L_ashi_tsukene",
"_koshi_L_ashi_tsukene_L_hiza",
"_koshi_L_ashi_tsukene_L_hiza_L_ashi",
"_koshi_R_ashi_tsukene",
"_koshi_R_ashi_tsukene_R_hiza",
"_koshi_R_ashi_tsukene_R_hiza_R_ashi",
"_koshi_sakotsu",
"_koshi_sakotsu_L_kata",
"_koshi_sakotsu_L_kata_L_kurubushi",
"_koshi_sakotsu_L_kata_L_kurubushi_L_te",
"_koshi_sakotsu_R_kata",
"_koshi_sakotsu_R_kata_R_kurubushi",
"_koshi_sakotsu_R_kata_R_kurubushi_R_te",
"_koshi_sakotsu_neck",
"_koshi_sakotsu_neck_atama"
],
|
It's hard to guess from the screenshots what might be wrong there. So just minor remarks/guesses:
|
@javagl Thank you for the testing.
Yes. My GLBoost library ignores I tried jgltf-browser on my Mac a couple of minutes ago. But the build steps failed. |
The
Regarding the jgltf-browser: I'll review the build later today / tomorrow (If this does not bring insights, or you think it's a general problem, we can handle this with an issue in JglTF, if you provide more details) |
@javagl wow, That's what I really needed. Thank you! I regret missing the overview. My GLBoost's computing takes a different approach in my own way without those correct information.
My two friends and I failed the build. If you don't mind, I'd like to make an issue. |
To avoid "hijacking" this issue with otherwise unrelated topics, I opened a new issue for the build problems: javagl/JglTF#2
The |
@javagl @lexaknyazev thanks so much for helping @emadurandal with this. @emadurandal can we close this? |
I very appreciate your cooperation @pjcozzi @lexaknyazev and @javagl . Thank you! Although there are still some mysteries (what @lexaknyazev commented, and why Cesium.js can't handle my glTF animation data.), I prefer not to disturb you all any longer. @pjcozzi please close this if you have no concerns. Finally, Thank you again for listing my GLBoost library in the glTF repo. My library is still immature, but I'll continually work to develop it to live up to the name on the list. |
Hi.
I achieved glTF Skinning Animation using my WebGL library at last.
https://cdn.gitcdn.link/cdn/emadurandal/GLBoost/69d12ff60434dd95f06e59ba9745a81b38483aa6/examples/index.html#standalone/loading_gltf_skinning_anim�
Then I tried other official models, but sadly, they became nightmare dragons.
![nightmare](https://cloud.githubusercontent.com/assets/3821214/17770588/8111bdac-6579-11e6-8996-1bbd53c72736.jpg)
Thus far, You may think that my library is still immature (or not robust).
But, the problem is a little bit complicated.
I think Cesium.js library has the most accurate and fully functional (and official?) glTF Loader.
![nightmare2](https://cloud.githubusercontent.com/assets/3821214/17770605/8c288acc-6579-11e6-8512-8bb447ddd628.png)
Then I tried that with my test glTF file.
But, the result is confusing me.
My library can handle the test glTF file properly. So It's not always true that my library’s implementation is wrong.
I use Maya to create my glTF skinning models, and the official glTF animation models seem to be made by Blender.
I think that these confusing results are caused by a difference of DCCs (and their exporters), and my library (GLBoost) and Cesium.js could be optimized for their different data habits.
To diffuse the use of glTF, I feel these compatibility problems need to be resolved.
Sorry for this vague issue. But I desire to help to diffuse glTF format.
I need to ask for your cooperation.
My skinning model Maya file is here. Feel free to use this for testing.
lady.zip
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