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Document how to fix eInheritRSrs error. #27
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It's tricky stuff, and to some degree we're out of the luck. They are all valid in FBX, and I assume any compliant FBX viewer is supposed to handle them correctly. But only the vanilla one can actually be expressed by glTF in a way that survives into any kind of dynamic environment.
All three of are in active use. Maya pretty reliably seems to output In practice, I'll see about documenting all this better. I might add a section in the README, or save it for a future when we have an actual set of documentation pages. Finally, heh, as I eyeball the FBX2glTF code, I think there's an embarrassing bug. We warn about Meanwhile, does this all make any sense? Does it rhyme with what you've read up on & seen elsewhere? |
Actually, that's another improvement: no reason to warn against |
Leave open for documentation change. |
Hi, I'm trying to convert and import a FBX file into blender using FBX2glTF version 0.9.7, and I have this warning :
Once opened into blender, the rig structure looks ok, except for the scaling and position of the root bone (Bip_Bunny) which is offseted by 85m on the Y axis in Pose Mode and Z axis in Edit Mode. I'm trying to figure out how to fix it by hand (this is more a blender thing) but having the converter fixing it from the start would be great ;) |
I've been looking into the transform inheritance types and can't quite figure out what this inheritance type means or how to avoid it. Could you document this?
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