Skip to content

Exporting skinned data from max use wrong bones #489

Closed
@elpie89

Description

@elpie89

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

Metadata

Metadata

Assignees

Type

No type

Projects

No projects

Milestone

No milestone

Relationships

None yet

Development

No branches or pull requests

Issue actions