Open ChristopheBougere opened 5 years ago
A-Frame 0.7.1 is pretty old. glTF loaders have upgraded since. Can you try 0.8.2 or master? https://cdn.jsdelivr.net/gh/aframevr/aframe@1c546c1315eeae6c3e1e3823b7b1564a3835536f/dist/aframe-master.min.js
Oops, it's already 0.8.2, my bad (I upgraded when creating the issue). (just tried with master, same result)
does the model use draco compression?
I have tried with and without the --draco
option in FBX2glTF
and the result is the same in both cases.
Here is the original .fbx (zipped)
liam@Sitting.zip
I hope it answers the question?
I can't reproduce the problem originally stated. Using master the model loads but with no shading / textures (no errors, warnings on console):
Maybe an issue with lighting, gamma output... @donmccurdy might know
FWIW, I'm experiencing the same as above when in standard mode, but entering fullscreen seems to show a more accurate representation.
Standard view:
Fullscreen view:
Going fullscreen fixes it for me too, sometimes. That's bizarre. Seeing some ideas on https://stackoverflow.com/questions/34385682/three-js-texture-goes-all-white but nothing obvious. 😫
So the screenshot from my original post was on Firefox, but if I try it on Chrome I only got the outline too. And when I go fullscreen, the not-rendered pieces are in black instead of white. Oh, here are the logs of the conversion if that helps:
./node_modules/fbx2gltf/bin/Linux/FBX2glTF --input liam@Sitting.fbx --output ./new4.glb -b
Warning: node /RootNode/default uses unsupported transform inheritance type 'eInheritRrSs'.
(Further warnings of this type squelched.)
Warning: Mat [Bodymat]: Can't handle texture for TransparentColor; discarding.
Warning: Mat [Bodymat]: Can't handle texture for TransparentColor; discarding.
Warning: Mat [Bodymat]: Can't handle texture for TransparentColor; discarding.
Warning: Mat [Topmat]: Can't handle texture for TransparentColor; discarding.
Warning: Mat [Bottommat]: Can't handle texture for TransparentColor; discarding.
Warning: Mat [Shoesmat]: Can't handle texture for TransparentColor; discarding.
Wrote 21356589 bytes of binary glTF to ./new4.glb.glb.
I’ve seen this with Mixamo exports in other tools. Are the textures .png? Before you convert in the fbx2gltf? If so try running them through photoshop or some image editor and removing any alpha channels. Then save the textures and try reconverting. The main thing is to get any alpha channels out of the texture. Mixamo uses overlapping alpha textures to change clothes and hair style. If you have a 3D modeler you may even want to merge some of your textures together in order to optimize the model and texture count. There may even be some transparent cornia textures or eyelashes which you will have issues with based on default material setups coming out of Mixamo. I’ve been through it several times. Once you know how to fix it it’s not to bad, but if one of what I said above makes sense it may take some work for you to fix it.
One alternative for you to try which may be easier and better. Try opening the FBX in the three.js editor. Then drill down to the materials for each object. Convert them to standard materials instead of phong or whatever Mixamo is exporting. Reattach the textures and export as .glb from the editor. That may fix the issue without the alpha channel fixes mentioned above.
Hope that helps. Not ire what’s going on with the full screen view stuff?
Description: I am trying to load a
However, if I open the same model in gltf-viewer, it renders well:
For information, it's a .fbx animated model from mixamo.com converted in .glb using FBX2glTF. You can download it here.But as it works well on gltf-viewer, I assume it should be fine in aframe.
.glb
in aframe, but it seems only the edges are rendered (see the Glitch):