Closed kfarr closed 1 year ago
Update from @gnansai via chat:
Thanks for providing detailed information. I will check those examples that you have shared. We can change the Rest pose in Blender, so when the Animation is not activated the rest pose is used. I will give a try with Cyclist and update you.
Hi @kfarr We don't have to change the rest pose in Blender. Changing the rest pose breaks the animation. I just found out that keeping the "Use Current Frame" option checked in Blender GLTF export settings would fix this issue.
This the link from where I got this info https://github.com/KhronosGroup/glTF-Blender-IO/issues/1802
I have updated these animations https://github.com/gnansai/3dstreet-assets-dist/tree/main/sets/cyclist-animation/gltf-exports/draco https://github.com/gnansai/3dstreet-assets-dist/tree/main/sets/cargo-bike-animation/gltf-exports/draco https://github.com/gnansai/3dstreet-assets-dist/tree/main/sets/human-characters-animation-seperated/gltf-exports/draco
Please check these when ever you can and let me know
@gnansai yes this worked great!! I have confirmed all of these behave as expected now with this update
Characters and cyclists with animation should be in a natural position (not a T position) when animation is not activated.
Good
Bad
Here are files that are incorrect and need to be updated:
Here is an example of a character that is correct, however we are no longer using meshopt compression:
How to test: