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### Describe the feature you'd like:
Currently the Sampler component expects a Mesh. Using skinnedMesh would allow keeping instancedMesh instances nicely anchored to the skin of an animated model.…
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Hi!
I tried using a gltf with a skinned mesh, and the result looks like this:
These are the correct normals:
And here, the surface id debug buffer:
So as you can see, the skinn…
enyo updated
5 months ago
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In Three v0.152.0 they introduced a raycast method on SkinnedMesh (see: https://github.com/mrdoob/three.js/pull/25791)
This causes it to no longer inherit the three-mesh-bvh accelerated raycast add…
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### Problem Description:
Code output by `https://gltf.pmnd.rs/` has numerous Typescript errors
### Screenshot
### Sample Code
```
/*
Auto-generated by: https://github.com/pmndrs/gltfjsx
…
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first of all hi, i have a question.
shader works in skinnedmesh but animation does not.
Animation only works with basic material. If there is a solution for this, I am open to suggestions.
Thanks…
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skinnedMesh wearables are not working.
When wearing one the mesh stays still, and only reappears below the player character when dropping it.
Test example : (the "rollers" mesh in the file has …
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I think we should support skinned skeletal animated meshes out of the box.
In Ogre-Tundra EC_Mesh supports them so that there is a separate skeleton ref attribute which makes sense as Ogre's skel ani…
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Hey,
I have some models that using THREE.SkinnedMesh instead of THREE.Mesh.
Any intention on supporting SkinnedMesh/hints on how to implement it myself?
Thanks!
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Getting error `Unsupported node type 'ExportNamedDeclaration' in multiReplaceStatement()` at `utils\multiReplaceStatement.js:56` while trying to transform classes
Example:
```
export var Skinned…
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Will put more details in a bit, like modlist, etc, just wanted to quickly toss this out to you.
```
Info : Unity Log] DISABLING/ENABLING SKINNEDMESH: Plane
[Info : Unity Log] DISABLING/ENABLI…