Closed TimJeskeSensape closed 6 years ago
Your code looks OK, are you able to share the model (you can drag a ZIP into GitHub comments)? If not, perhaps check object scale and camera parameters.
Try setting frusumCulled to false, it is possible that it was culled.
@donmccurdy I can upload this object, which is one of those objects that don't work. beard-arm.zip
@06wj Thank you. I will try it. On which object do I have to set frustumCulled to false? The imported object has frustumCulled true and all its children too. Do I have to set for all of them or only mesh objects or only bones?
I set frustumCulled to false for the imported object and every child it has and it didn't work.
Crosspost: https://discourse.threejs.org/t/gltf-skinned-mesh-not-displayed/4406
As long as you can't prove a bug, it's actually more a help request than anything else. Because of this, the discussion should be conducted in the forum.
@Mugen87 Ok sorry, I will close this issue and continue asking in the forum.
I am working on a project were I have examples of real time deformations with ThreeJS. I am creating objects in Blender and export them with the glTF-Exporter to glTF and then import them into ThreeJS and display them. This works perfectly fine with normal models and models with morph targets, but if I add an armature in Blender and export it with the Blender glTF-Exporter, no object is rendered in ThreeJS. The object is there and is logged like this:
The positioning seems to be right. I let the camera rotate and it wasn't rendered anywhere. The 3D-Object is correctly rendered in online glTF-Viewers and the VSCode glTF-Add-on. Also the bones are shown there correctly.
I am loading the models like that:
Any ideas why 3D-Objects with bones are not rendered in my scene?