Closed
Description
I attached a sample,
Basically, a mesh that is skinned to 2 bones is actually using the entire hierarchy from the root to this 2 bones
"skins": [
{
"inverseBindMatrices": 6,
"skeleton": 0,
"joints": [
0, // this shoudl not be here
1,
2
],
"name": "skeleton #0"
}
]
This is part of the sample I attached as you see in the data 3 bones are referenced, looking on the code this is because the way "relative nodes " are calculated
In other when a vertex is not weighted to any bones it automatically fallback in the root of his hierarchy.
Should be notified to the artist and is weight should fallback on the first skinned bone,
not on the root of the hierarchy
BabylonTest.zip