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glTF conformance: khronos-RecursiveSkeletons #22484

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elalish opened this issue Sep 1, 2021 · 5 comments
Closed

glTF conformance: khronos-RecursiveSkeletons #22484

elalish opened this issue Sep 1, 2021 · 5 comments

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@elalish
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elalish commented Sep 1, 2021

This test looks almost correct, but there's some baseline shift. Not sure if this is related to one of the other open skeleton bugs (we do use SkeletonUtils to clone everything in MV, so it could be specific to the cloning step). https://modelviewer.dev/fidelity/#khronos-RecursiveSkeletons

@donmccurdy
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Do you see the baseline shift in https://github.com/cx20/gltf-test?

There is the issue of calculating a bounding box correctly for a SkinnedMesh as well; that seems like the more likely cause if the viewport is off center.

@Mugen87
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Mugen87 commented Sep 2, 2021

Related #21507.

The same approach from the PR could be used for SkinnedMesh, too.

@Mugen87
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Mugen87 commented Sep 3, 2021

If the wrong bounding box of the skinned mesh is the root cause, this issue can be merged in #14499.

@elalish
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elalish commented Sep 3, 2021

That does seem likely.

@Mugen87
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Mugen87 commented Sep 3, 2021

Merging into #14499 then 👍 .

@Mugen87 Mugen87 closed this as completed Sep 3, 2021
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