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Generated bounds is too small #173

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MaxymShtoyko opened this issue Apr 29, 2021 · 3 comments
Closed

Generated bounds is too small #173

MaxymShtoyko opened this issue Apr 29, 2021 · 3 comments
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@MaxymShtoyko
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MaxymShtoyko commented Apr 29, 2021

Hello,

generated bounds for model from this url: " https://raw.githubusercontent.com/KhronosGroup/glTF-Sample-Models/master/2.0/BrainStem/glTF-Embedded/BrainStem.gltf" is up to 100 times smaller than the expected ones.
Does anyone have any ideas how to resolve the problem?

Thanks in advance!

@atteneder
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Hi @MaxymShtoyko ,

Thanks for reporting.

This asset is an animated and has skinned meshes, which is probably the factor that sets it apart. I'll look if the error is in the file or glTFast calculates it wrong (presuming the latter).

For an animated object it is hard to define and calculate the bounds. Should they cover the object at the starting frame? or rest position? or encapsulate all keyframes?...difficult.

@MaxymShtoyko
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MaxymShtoyko commented Apr 30, 2021

hi @atteneder,
it will be fine for me even if bounds cover the object only at the starting frame
but yeap, i totally agree that it is hard to define and calculate the bounds

@atteneder
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I assume you were using GltfBoundsAsset and you were referring to it. Well, I found that only the bounds of the first primitive was considered (a mesh can have multiple primitives and in this scene it's basically just one node/mesh holding all the primitives)

@atteneder atteneder added this to the 3.3.0 milestone May 5, 2021
atteneder added a commit to Unity-Technologies/com.unity.cloud.gltfast that referenced this issue Sep 5, 2024
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