Open felislynx-silae opened 4 years ago
HI Bartosz:
You're right, I missed this issue when I wrote (yesterday) the mine about this same problem (#1049). Reading it you can realize that GLB (GLTF won't load) has same submeshes bad counting.
With this kind of problems results very problematic developing anything minimally functional, isn't it?
Let's hope it is fixed in a short period of time.
Best regards.
@vortice3D this is very problematic since i can't iterate through materials (which was possible in FBX). Same goes for bones, i can't attach renderables to them since there is no such thing in 1.16. Yeah, GLTF/GLB is cool, animations within single file are cool, but lack of rest of functionalities from older sceneform is dealbreaker :/
Hi Bartosz:
You're certainly right. Of course is not a problem of the asset format but of a not-very-worked (at the moment) implementation of it in ARcore/Scenform platform. Maybe Google surprises all us with a superb 1.17 version. (crossing fingers)
If you dare to dream, even it's possible that the coming IO2020 is bringing new functionalities. Maybe the depth-cam occlusion functionality?
Best regards.
Using Sceneform 1.16 i'm trying to reproduce functionality on GLTF asset that i've on older version using FBX. Currently loading any glib file i'm always getting submesh count 0 so i can't manipulate materials on submeshes. SkeletonNode is missing and there is no BoneCount or BoneName in ModelRenderable.
Was those changes intentional (for Bones), am i missing something with submeshcount?