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GLTFLoader: Skinned meshes distorted

See original GitHub issue
Description of the problem

I’ve realized that certain glTF models like the small robot or the cesium man look distorted in dev. Could this be related to the latest changes to SkinnedMesh?

Check out the hands of the robot: https://raw.githack.com/mrdoob/three.js/dev/examples/webgl_animation_skinning_morph.html

and the torso of the cesium man: https://raw.githack.com/mrdoob/three.js/dev/examples/webgl_loader_gltf_extensions.html

The skinning example of FBXLoader and ColladaLoader looks fine. Same for the webgl_animation_skinning_blending which uses GLTFLoader.

Three.js version
  • Dev
  • r98
Browser
  • All of them
  • Chrome
  • Firefox
  • Internet Explorer
OS
  • All of them
  • Windows
  • macOS
  • Linux
  • Android
  • iOS
Hardware Requirements (graphics card, VR Device, …)

Issue Analytics

  • State:closed
  • Created 5 years ago
  • Comments:12 (5 by maintainers)

github_iconTop GitHub Comments

2reactions
zeuxcommented, May 30, 2019

I have a patch that only normalizes floating-point weights, will submit a PR momentarily. Seems like a reasonable compromise.

2reactions
donmccurdycommented, Nov 26, 2018

oh no 😅

screen shot 2018-11-26 at 10 36 13 am
Read more comments on GitHub >

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