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Mesh deformation #915
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Sorry for bumping this topic but i'd really like to know why this happens and if i can fix this manually before exporting? Or is this something that can be fixed in the glTF exporter? Regards, |
Sorry for the delay, we were working on another topic and had limited bandwidth. I took a look at the scene and it's quite a difficult issue to follow due to the "complexity" of the scene. Are you able to reproduce it if you isolate the tongue that is involved? |
No problem. Glad you respond now. Regards, |
I only need the Max file, this is my starting point for debug :-), so if you can send it to me that will be nice. |
Sure no problem: Not sure if you needed the Max file with or without the tongue isolation... this Max file is without |
I need the file with the tongue isolation :-) |
I hope this is what you meant: |
This is perfect. I will work on it this week and i will let you know if I find where this issue is located . |
Awesome. Will wait for your reply this week. |
I think so yes. It's not a character i made actually so i'm not entirely sure. |
Did you try to lower the number of Skinning Weight per vertex on the tongue (4 instead of 5)? WebGL is currently limit the number of Skinning weight per vertex to 4, and the primary intend for the exporter was for Babylon JS format and WebGL player. It evolved to export GLTF in the wait of official Max GLTF plugin. I will search in this direction. If you can make a test with 4 weight that maybe could solve your issue and save you time. |
I have thought of that, the problem is I don't know how to do this correctly.. |
@bghgary do you have any idea on who can help @WollieWoltaz to test fixing the number of skinning weight ? |
Hmm, this isn't true. WebGL has no such limit. There are limits on the number of vertex attributes on various browsers/devices which may drive the limit for how many weights per vertex. Babylon.js supports up to 8 per vertex (2 sets). The glTF loader supports the same. The glTF spec itself requires that engines support at least one set (4 per vertex). https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#meshes
https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#skins
@pandaGaume Does the exporter support more than one set of joint indices/weights? |
8 is way better than 4... @bghgary thanks for the infos and correction. I'm currently investigate this idea, but this is the very first time i touch on this part of the code, so i may figure how it's act first, at max level, then babylon level, then gltf. Keep you posted. |
OK, first test show that with 5 weight influences with a weight matrix as the second set is not define at babylon level (into the exported babylon file) |
@bghgary tell the team to update https://doc.babylonjs.com/divingDeeper/mesh/bonesSkeletons where it's stated that "You should note that babylon.js supports up to 4 bones influences per vertex." |
"it seem it's not the issue while the skin define no more than 4 influences per vertex.." |
@WollieWoltaz You send us two sample where this animation failed. However the second one has strange animation rendering under max. See the attachment. |
Regarding GLTF or Babylon, there is several matrices invloved. |
Hmm that's strange, didn't had that issue before. How did this occur? Did you made some adjustments? If not.. then there's was probably something going wrong with the .fbx export |
Using fbx2gltf, it seems to convert correctly. We can use this as reference. |
Oh that's great news..hopefully you guys figure it out. In the meanwhile... Thanks, |
non animated version |
:) |
Got it! Thanks this is a good work-around for now :) |
Any new information on why this issue occurs? |
@bghgary do we have an answer from Babylon JS team about this ? |
@pandaGaume I wasn't aware you were waiting on something. Are you talking about the docs? |
@bghgary during one of our review about this, we sent an exported scene with the bug embeded to analyse by babylon js team. It was about root transformation & skin totally wrong. My question was about this :-) |
Hello,
I'm encountering some strange mesh deformation when exporting with the latest version of the glTF exporter for 3dsMax 2021.
Only a specific part of the mesh get's deformed everything else seems to look good in the online sandbox babylon viewer.
There are a couple of errors/warnings but i'm not sure what those mean...
Here are 2 examples of 2 different characters who encounter a similar issue. I included the .FBX and glTF format:
(Link Deleted)
1st character animation comparison:
3dsMax 2021:
https://user-images.githubusercontent.com/19957561/103104326-c30c5900-4626-11eb-922d-b85d42f03d69.mp4
glTF viewer:
https://user-images.githubusercontent.com/19957561/103104338-d7e8ec80-4626-11eb-86e4-9b9bad92f80f.mp4
(The scroll that he holds in his hand is getting deformed)
2nd character animation comparison:
3dsMax 2021:
https://user-images.githubusercontent.com/19957561/103104371-08308b00-4627-11eb-91e6-8bca1d51d0fb.mp4
glTF viewer:
https://user-images.githubusercontent.com/19957561/103104379-141c4d00-4627-11eb-95e4-1a071c066386.mp4
(The tongue is getting deformed)
Is this something that can be fixed in the export script from 3dsMax to glTF/glb?
Regards,
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