blendergltf: Animations do not export well if the mesh and armature have different origins
A Blender project where I imported an OBJ+MTL file, rigged the model, and animated it, fails to texture when loaded in three.js. Additionally the animation has vertex errors when played. When exported using the Khronos exporter, the model textures, and the animation has no noticeable errors.
The raw blender project is located here https://github.com/sctincman/gameoff2017/blob/master/src/blender/fox.blend, the original OBJ mesh used was taken from here, and imported into blender.
A modified three.js example is attached (exported model expected at “models/gltf/fox/” relative to html file.
Additionally, the GLTF export appears to have extra nodes. There are 3 copies of the Fox node “Fox, Fox.001, Fox.002”, and the top-level scene contains an extra “Root” scene node below it.
+ Scene
|-- + Scene_Root
| -- Fox
| -- Camera
| -- Sun
Kupoman exported

Khronos exported

About this issue
- Original URL
- State: closed
- Created 7 years ago
- Comments: 18 (12 by maintainers)
Commits related to this issue
- Fix calculating the bindShapeMatrix For #114 — committed to Kupoman/blendergltf by Kupoman 6 years ago
@tkazik The errors were unrelated to this bug, but they should be fixed now.