Closed najadojo closed 6 years ago
Not sure if it's related, but that model produces a ton of validation errors.
Validation errors should go away with the next release. https://github.com/KhronosGroup/glTF-Validator/issues/70
I haven't had a chance yet to debug further into the Cesium side of this issue.
So the old validation messages went away, but a new warning has shown up for each of the nodes:
Node uses skinned mesh, but has no skin defined.
@lexaknyazev or @donmccurdy or anyone else: Is there defined behavior when "Node uses skinned mesh, but has no skin defined" ? I presume Cesium should do something better than produce invalid GLSL code. What's supposed to happen when the skin is unspecified?
I'd say that an engine could just ignore presence of joints/weights vertex attributes because there's no way to use them without skeleton (failure is also an option).
three.js will just load the mesh as a THREE.Mesh
instead of THREE.SkinnedMesh
, with the joint/weight attributes passed through but unused, although that wasn't particularly a deliberate choice.
Thanks all. This is fixed in Cesium and published with gltf-vscode version 2.1.12.
Import GLB https://github.com/BabylonJS/Website/blob/master/Assets/Alien.glb Load preview Switch to Cesium viewer.
Expected model loads.
Actual error message: