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Bad default viewport/camera position for skinned meshes #147

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vpenades opened this issue May 7, 2019 · 6 comments
Closed

Bad default viewport/camera position for skinned meshes #147

vpenades opened this issue May 7, 2019 · 6 comments
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@vpenades
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vpenades commented May 7, 2019

I'm working with skinned meshes, and I'm having issues displaying the models I am creating.

Here's a test case: recursive tentacles

The model is showing up as intended in BabylonJS sandbox.

EDIT: the latest version of the tentacles model, which adds recursively generated skins (68 in total) makes all the viewers I know, except Babylon, to fail.

  • BabylonJS: Success!
  • three-gltf-viewer: nothing is shown
  • 3D Viewer: animates first mesh, another unanimated mesh shows up.
  • 3D Builder: just one unanimated mesh is shown.
  • https://www.virtualgis.io/gltfviewer Crashes!
@donmccurdy
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Thanks! Moving this issue to mrdoob/three.js#16475.

@donmccurdy
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Never mind, its a bug in this viewer (not three.js) after all – the model renders, but very small:

Screen Shot 2019-05-18 at 10 14 01 AM

I don't take animation or skinning into account when setting the initial camera position, and I suspect that's the problem here.

@benolayinka
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benolayinka commented Apr 19, 2020

i fixed this by adding an invisible BoxHelper to all the skinned meshes on import

see in sandbox

gltf.scene.traverse(mesh => {
        if (mesh.isSkinnedMesh) {
          const helper = new BoxHelper(mesh, "red");
          //helper.visible = false;
          this.scene.add(helper);
        }
      });

@MoppyDev
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Has anyone found a workaround for this yet?

@neciszhang
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i fixed this by adding an invisible BoxHelper to all the skinned meshes on import

see in sandbox

gltf.scene.traverse(mesh => {
        if (mesh.isSkinnedMesh) {
          const helper = new BoxHelper(mesh, "red");
          //helper.visible = false;
          this.scene.add(helper);
        }
      });

Wow. This is a temporary solution.Thanks.

@donmccurdy
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There's an upstream fix in three.js for this issue, which I've just pushed:

mrdoob/three.js#25612

I'm not sure it's a complete fix yet, and more work may be needed, please let me know if so.

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