Closed motorsep closed 5 years ago
Thanks! This is worth looking into, but may be difficult to implement properly because there is no guarantee the hierarchy has a single root bone... Using the Armature as the root handles that implicitly, although in #166 it is causing issues as well...
Actually, when you add an Armature in Blender, a single bone is automatically added to the Armature. Sow when you export and remove Armature, you will end up with a single bone.
Also worth mentioning that some options are gonna have to imply that artist who is exporting into glTF knows what (s)he is doing ;) (thus having bones in the Armature)
I'm not sure about this option, but we won't be adding new features to this repository. We're working on sorting out remaining skinning issues in the new repository (https://github.com/KhronosGroup/glTF-Blender-IO) and once that is done, feel free to open an issue there if it's still needed.
I recall when exporting into FBX, Armature becomes root bone and actual root bone becomes its child. I am sure there are use cases when you need to keep Armature as root in the export, but generally hierarchy should only include bones as that's what a game engine expects when importing skeletal models.
Instead of this in glTF:
Armature > root > pelvis > ...
it should be like this:
root > pelvis > ...