![]() That means since all the different bones have different world transforms, they all need different skin.inverseBindMatrices. The exporter currently writes all skinned meshes in world space (meaning the mesh data is stored in world space, and the inverse binds are given relative to world space), see #994 for some discussion about that. That is unavoidable.īecause each mesh is affected by a different node (bone), they must have different skin.joints arrays, so they all have different skins too. Since each bone has a different world transform and there is no way in glTF to reuse nodes at all, all bones become different nodes. So if we go through all the stuff that’s duplicated in the glTF… It also has no notion of a subtree of nodes that can be reused. The thing is, glTF has no notion of an “armature”. Can you also say more about what you expected the glTF file to look like? I am wondering if this is at all related to this: In case some additional context happens there this question is also on the Blender SE: Only one armature is exported and re-used, just like the re-used mesh and material. Examine the GLTF file to see re-used material, but copied armature & bones.Export everything to GLTF with animation. ![]() Alt + D duplicate the object multiple times.Attach an armature and animation to the default object.Since the bone data is duplicated needlessly. This causes the file size to expand significantly as the number of these characters grows. But the armature, which is set to be the same on each, is exported once for each character. Animated characters that have been link duplicated in the same file export a single mesh, material and animation.
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4/25/2023 09:15:31 pm
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