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[models] glTF animations not working properly, bones transform related #1799
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I strongly suspect that the issue is related to the skin inverseBoneMatrix not being taken into account on the GLTF model. More info about the skinning of the mesh: https://github.com/KhronosGroup/glTF-Tutorials/blob/master/gltfTutorial/gltfTutorial_020_Skins.md What we need to achieve is to still process animation on all nodes (no matter that not all of them are considered bones - in raylib they are all translated to bones because bones have the Transformation fields related to them). But also check which nodes are part of a skin and take into account that skin's array of inverseBoneMatrix. Because it is a matrix though we would need a matrix decomposition function so that we can apply its transformations to the bone transformations. I've opened an issue for that: #1850 |
@object71 Any news on this issue? |
Nothing new that I found out. I just don't have the time to work on it. |
Note: The |
Maybe this is a silly question, as I just started looking at the animation code, but why do we need a |
I'm closing this issue because glTF animation system has been removed for now. It will be redesigned in the future. |
@raysan5, out of curiosity, why was glTF anim support removed? |
@redthing1 I removed it because it was not working properly, it requires a complete rework. |
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Issue description
Animated models loaded through Raylib by using GLTF format are broken.
I am also attaching the model for reference:
girl.zip
I will try and fix the issue when I can but if someone else is faster to it I won't mind :)
Environment
I tested on Windows.
Issue Screenshot
You can see how it is in the provided example here:
And how it should be when viewed through Windows 3D Viewer:
Code Example
Minimal reproduction is to use the samples code for GLTF animations in Raylib and just set the model for loading and animations to use the girl.glb file that I am providing with this issue. There are two animations on that model - idle and run and both seem to be broken.
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