Open fengxinming opened 1 year ago
I can reproduce. The error appears with r122 for the first time. At that time, the editor starts to support animation export with GLTFExporter
(#20454). So the bug probably already existed in the exporter but did not become apparent.
Interestingly, the error only occurs with two or more morphed assets. Non-animated assets work as expected as well as a the combination of a one morphed and one skinned mesh.
I expect that this issue (#25179) and #25198 have the same cause. three.js animations reference their targets by a unique name. Importing two assets into the Editor, then exporting, may cause the animation from one model to be in conflict with another. This is fine in normal usage (scope an AnimationMixer to each model) but would require renaming objects for export in the Editor.
GLTFExporter probably cannot fix this; given an AnimationClip list with non-unique names, it's too late to figure out which clip goes where. Maybe this is something we fix in the Editor by prefixing clip names, or by warning users to rename things, or ... ?
Description
This is part of error stacks
Reproduction steps
three.js/examples/models/gltf/Horse.glb
andthree.js/examples/models/gltf/Stork.glb
into the editor sceneCode
none
Live example
none
Screenshots
Version
0.147.0
Device
Desktop
Browser
Chrome
OS
MacOS