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I've used blender exporter to create an animated asset - it works perfectly if there is only one bone with 1.0 weight for whole asset.
However for skeleton that consists of many bones and different weights the animations doesn't work as expected (or rather as in blender). The situation is following:
All files load correctly there are no errors related to file structure.
2 The only effect that armature has on object is translation of whole mesh (it looks like only position for root bone was computed and effects applied to mesh) there are no other deformation whatsoever. Despite the fact almost all bones have non-zero rotation and position changes.
I'm eager to give you both xml3d assets and blender file to test.
Ok, It seems I've solved the issue (it requires at least one more test though).
When one poses his bones it is necessary to use Rotation mode: Quaternion option (You can set this in pose mode in "bone properties" toolbar. If you use other option you won't produce usable armatures.
I'm using blender 2.8 (but I suspect the issue is the same on all versions).
Please add this information somewhere.
From @Arsakes on October 8, 2015 21:24
I've used blender exporter to create an animated asset - it works perfectly if there is only one bone with 1.0 weight for whole asset.
However for skeleton that consists of many bones and different weights the animations doesn't work as expected (or rather as in blender). The situation is following:
2 The only effect that armature has on object is translation of whole mesh (it looks like only position for root bone was computed and effects applied to mesh) there are no other deformation whatsoever. Despite the fact almost all bones have non-zero rotation and position changes.
I'm eager to give you both xml3d assets and blender file to test.
Copied from original issue: xml3d/xml3d.js#150
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