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Coordinates in my glTF file have huge values (millions of units). I suspect that leads to some numerical errors after the import to Blender.
That's why I'd like to apply an offset to all vertices o…
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## Desired behavior
Be able to load glTF2 and FBX mesh files into Gazebo.
## Alternatives considered
Only alternative is on the user side, which creates additional step for converting mes…
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There are 3 assets from the [glTF2.0 sample assets repo](https://github.com/KhronosGroup/glTF-Sample-Models/tree/master/2.0) that rely on morphs. [Reality Converter](https://developer.apple.com/augmen…
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**Describe the bug**
The Accessor class can be created using integer values, intended to be stored as UnsignedByte, but attempting to convert it to JSON fails because of this line calling `to_float` …
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VRMのブレンドシェイプは、glTF2.0のブレンドシェイプ(モーフターゲット)機能を拡張する形で実装されています。
glTF2.0標準のモーフの仕組みでは、Mesh単体に閉じたモーフィングしかできません。
一方、VRMではblendShapeMasterデータの仕組みによって、blendShapeGroupsの各binds情報でMeshを個別指定できることから、複数のMeshを横断したモ…
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According to the specification, in the relative URI paths the "Reserved characters must be percent-encoded, per RFC 3986, Section 2.2". It is a bit vague what exactly should be escaped in the context …
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For water or glass
Blender 2.91 and above support exporting transmission directly, using glTF's `KHR_materials_transmission` extension: https://docs.blender.org/manual/en/2.92/addons/import_export/…
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**Describe the bug / バグについて**
A clear and concise description of what the bug is.
どのようなバグが起きているのか書いてください。
>When exporting VRM from Blender, no texture materials are able to be baked or saved with t…
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**Is your feature request related to a problem? Please describe.**
GLTF2.0 spec supports occlusion strength and normal scale in materials. From looking at the both the GLTF importer and the Assimp …
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Here a possible fix:
```
void glTF2Importer::ImportMeshes(glTF2::Asset &r)
{
//if (faces) { // line number 804
// I replaced. because Error is ocurred. when nFaces is zero.
i…