Closed hangaoke1 closed 1 year ago
That happens because the three.js
still uses the wrong bounding volume for raycasting. I'll file a PR with a fix.
@hangaoke1 The failing ray casting is indeed a bug but I have noticed that your model has strange scale settings. You can easily see this in the three.js editor that your assets consist of a hierarchy of 3D objects (normal) with very different scale settings per 3d object (not normal). That is required because your skeleton is quite big for whatever reasons (you can see this at the position of the bones).
I recommend you fix your model in Blender such that no scale adjustments are required and the model still has a real-world scale.
@hangaoke1 The failing ray casting is indeed a bug but I have noticed that your model has strange scale settings. You can easily see this in the three.js editor that your assets consist of a hierarchy of 3D objects (normal) which very different scale settings (not normal). That is required because your skeleton is quite big for whatever reasons (you can see this at the position of the bones).
I recommend you fix your model in Blender such that no scale adjustments are required and the model still has a real-world scale.
Thank you very much for your answer. I'm not sure if it's Blender's fault, but when I import a normal model into Blender and export it without any processing, it ends up like this.
Description
I have a GLTF model that I imported into Blender and exported without making any changes. Strangely, the original model can detect click events through raycasting, but the exported model cannot, even though the ray passes through the model.
stacy.glb can detect mesh
stacy2.glb can not detect mesh
Reproduction steps
Code
Live example
https://codesandbox.io/s/xenodochial-euclid-6glof3?file=/index.html
Screenshots
No response
Version
0.151.2
Device
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Browser
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OS
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