Closed qwiff-dogg closed 2 years ago
Closing this issue. After looking into this some more, it looks like glTF does not define skeleton/joints as explicitly as FBX does, making it difficult to extract the joint positions from it. That would explain why the glTF-converted skeletons always have the last joint missing.
This question covers the gist of it: https://stackoverflow.com/questions/64690136/can-you-get-an-explicit-skeleton-out-of-a-gltf-file
I'm just getting started with this library. I would prefer to use glTF in my asset pipeline, since that's what I'm using for meshes and materials.
I am, however, seeing a difference in the generated skeleton for a simple, single-bone animation. Now I realize glTF and FBX are entirely different formats, so I'm not expecting identical results.
When I use
sample_playback
with theanimation.ozz
andskeleton.ozz
generated by (fbx2ozz
andgltf2ozz
) I'm seeing the bone move much like its preview in Blender in FBX. For glTF, the bone is not visible, however, but the camera seems to be tracking its position anyway.It looks like
sample_playback
does not show the starting/root bone for glTF-sourced skeletons. This could, of course, be just a display issue. Again, I'm not expecting completely identical results.ZIP contains the
.blend
file and the exported.fbx
and.glb
. I've left the export settings at the defaults.bone.zip