Closed MorganMoon closed 1 year ago
Hi @MorganMoon ,
Thanks for reporting. Skinned meshes are not supported yet. I merged a fix that does not try to export blend weights/indices, so the result can be re-imported (though without skinning or naimation).
hth
Describe the bug When exporting in the editor a specific model with a rig & animation as either glb or gltf, if it is imported at runtime or back into the editor, a NullReferenceException occurs, and the glb or gltf is invalid according to glTF-Validator. If I modify the import settings so the Rig -> Animation Type is set to "None" it then imports successfully, however without the wanted animation.
When exporting this using Blender into a .glb, and importing into unity using glTFast, it works as expected, so the issue seems to be with the glTFast exporter in the editor
The NullReferenceException is because ScheduleVertexJobs() is called on VertexBufferConfigBase in GltfImport.LoadAccessorData() and the "HasValue" property is false and "success" is false so "m_AccessorData" is never set and is then null in the foreach in GltfImport.Prepare()
Files
Attached here is a .zip which contains a .gltf and .glb with the issue as well as the original .fbx EmpiresDragonGltfIssue.zip
When ran through the validator, there are 7 errors:
To Reproduce Steps to reproduce the behavior:
Expected behavior A working export able to be re-imported without validation errors
Desktop (please complete the following information):