google-ar / sceneform-android-sdk

Sceneform SDK for Android
https://developers.google.com/sceneform/develop/
Apache License 2.0
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GLTF Submesh count is always 0 (model renders correctly) #1039

Open felislynx-silae opened 4 years ago

felislynx-silae commented 4 years ago

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?

vortice3D commented 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.

felislynx-silae commented 4 years ago

@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 :/

vortice3D commented 4 years ago

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.