-
```
What steps will reproduce the problem?
Following defect #159, I got latest converter (2009/10/06) and o3djs
library, now translation on my loaded skinned mesh is OK, but ...
test1_avatar.html pr…
-
```
What steps will reproduce the problem?
Following defect #159, I got latest converter (2009/10/06) and o3djs
library, now translation on my loaded skinned mesh is OK, but ...
test1_avatar.html pr…
-
`dev` is a current active working branch for Tydra https://github.com/syoyo/tinyusdz/tree/dev/src/tydra , especially OpenGL/Vulkan friendly data structure conversion.
Tydra provdes a handy logic t…
syoyo updated
3 months ago
-
```
What steps will reproduce the problem?
Following defect #159, I got latest converter (2009/10/06) and o3djs
library, now translation on my loaded skinned mesh is OK, but ...
test1_avatar.html pr…
-
### Tested versions
v4.2.2.rc.custom_build [f54e666c2]
and
v4.3dev1
### System information
windows 10
### Issue description
The imported gltf doesn't import animation/skeleton correct…
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# Context
## Skinning
In the context of modern 3d graphics, "skinning" refers to a mesh being deformed by bones (as if the mesh is skin wrapping the bones and the skin stretches to accomodate fo…
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Currently we have a number of glTF exporters with partial support for glTF 2.0. It would be great if we could help artists find the right exporter for their pipeline and required features. We'd also l…
-
## What problem does this solve or what need does it fill?
Currently lots of logic related to gLTF loading is embedded into scene creation within the loader. This means one can't easily customize h…
-
```
What steps will reproduce the problem?
Following defect #159, I got latest converter (2009/10/06) and o3djs
library, now translation on my loaded skinned mesh is OK, but ...
test1_avatar.html pr…
-
In my current project we usually save animation files in separate files. This animations are applied to a "static" model who contains meshes with or without skin info, nodes (cameras or locators) and…