Open j2l opened 5 years ago
I've also tried importing into Godot before. Doesn't work. Not sure what breaks down. But seems that currently Three.js and Babylon.js has the best support. https://gltf-viewer.donmccurdy.com/
On Tue, Feb 19, 2019 at 9:06 AM PM notifications@github.com wrote:
This is great idea, congrats! I can't see model though in Godot 3.1b4 and Blender 2.8beta and Windows 3D Viewer.
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Thanks @shrekshao for replying fast.
I forked it, gltf files open with a weird behavior, illustrating "watch your back" literally :) but merged output.gltf doesn't open at all.
I don't know gltf at all, but I like inquiries. May be I'm totally wrong here, but here's what I understand: After formatting JSON of models\gltf\merged-saber-maid\output.gltf, I can see stuff in it like:
"name": "accessor_buffer_F010_Saber.001_skin_1",
"type": "VEC4"
this name is not foundable elsewhere in the file, hence missing the index to a .bin file I guess. If glb file is complete it should be right in the tool you wrote. But actually it throws 842 errors:
Here's an excerpt:
MESH_PRIMITIVE_TOO_FEW_TEXCOORDS | Material is incompatible with mesh primitive: Texture binding '/materials/2/pbrMetallicRoughness/baseColorTexture' needs 'TEXCOORD_3' attribute. | /meshes/2/primitives/0/material
-- | -- | --
MESH_PRIMITIVE_TOO_FEW_TEXCOORDS | Material is incompatible with mesh primitive: Texture binding '/materials/3/pbrMetallicRoughness/baseColorTexture' needs 'TEXCOORD_4' attribute. | /meshes/3/primitives/0/material
FILE_NOT_FOUND | File not found. Node Exception: TypeError: NetworkError when attempting to fetch resource. | /images/2/uri
ACCESSOR_MAX_MISMATCH | Declared maximum value for this component (0) does not match actual maximum (-0.000010251998901367188). | /accessors/1/max/2
followed by numerous ACCESSOR_MAX_MISMATCH errors.
I just discovered VSCode has a gltf extension, pretty useful:
It's 11pm so I stop here for now. Hope it helps narrow something.
Thx for the detailed info! (That look over shoulder is really creepy
I will try to find a time dig into this
On Tue, Feb 19, 2019, 13:56 PM <notifications@github.com wrote:
Thanks @shrekshao https://github.com/shrekshao for replying fast.
I forked it, gltf files open with a weird behavior, illustrating "watch your back" literally :) [image: image] https://user-images.githubusercontent.com/65325/53048046-24e06280-3494-11e9-8180-deb4b455dc70.png but merged output.gltf doesn't open at all.
I don't know gltf at all, but I like inquiries. May be I'm totally wrong here, but here's what I understand: After formatting JSON of models\gltf\merged-saber-maid\output.gltf, I can see stuff in it like:
"name": "accessor_buffer_F010_Saber.001_skin_1", "type": "VEC4"
this name is not foundable elsewhere in the file, hence missing the index to a .bin file I guess. If glb file is complete it should be right in the tool you wrote. But actually it throws 842 errors: [image: image] https://user-images.githubusercontent.com/65325/53048891-1abf6380-3496-11e9-930b-48f2c8809640.png
Here's an excerpt:
MESH_PRIMITIVE_TOO_FEW_TEXCOORDS Material is incompatible with mesh primitive: Texture binding '/materials/2/pbrMetallicRoughness/baseColorTexture' needs 'TEXCOORD_3' attribute. /meshes/2/primitives/0/material MESH_PRIMITIVE_TOO_FEW_TEXCOORDS Material is incompatible with mesh primitive: Texture binding '/materials/3/pbrMetallicRoughness/baseColorTexture' needs 'TEXCOORD_4' attribute. /meshes/3/primitives/0/material FILE_NOT_FOUND File not found. Node Exception: TypeError: NetworkError when attempting to fetch resource. /images/2/uri ACCESSOR_MAX_MISMATCH Declared maximum value for this component (0) does not match actual maximum (-0.000010251998901367188). /accessors/1/max/2 followed by numerous ACCESSOR_MAX_MISMATCH errors.
I just discovered VSCode has a gltf extension, pretty useful: [image: image] https://user-images.githubusercontent.com/65325/53050354-6c1d2200-3499-11e9-817d-a3900b70c559.png
It's 11pm so I stop here for now. Hope it helps narrow something.
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Thank you for your time on this! I tested multiple tools to understand (Blender gltf imports with different options, http://github.khronos.org/glTF-Validator/, ... ), most just don't validate and throw all 800+ errors.
I noticed that https://blackthread.io/gltf-converter/ on a merged model says:
TypeError: normal.clone is not a function
May be face.normal.clone()
is not executed but written as is in the .bin file?
Could you please share your process to generate skeleton and accessories? Thanks again
Sorry about not making any progress so far. Let me try to fight with my laziness this weekend (facepalm
Thanks. Good to see you didn't forget :)
Hi, I've just tried to export a merged GLB, and indeed, it's an invalid format, as others said, glTF validator throws lots of errors.
Checking the file, I noticed that a skins have invalid InverseBindMatrix accessors.
So far this is what I've found:
Hi. Sorry about the errors. Unfortunately I haven't visited this lib for some time. I don't think I have plans to fix this recently. 😭 If you are interested in opening a pull request I'd be loved to look at it and merge.
This is great idea, congrats! I can't see model though in Godot 3.1b4 and Blender 2.8beta and Windows 3D Viewer.