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can't open merged.glb #5
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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 ***@***.***> 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 :) I don't know gltf at all, but I like inquiries.
this name is not foundable elsewhere in the file, hence missing the index to a .bin file I guess. Here's an excerpt:
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. |
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 ***@***.*** 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 noticed that https://blackthread.io/gltf-converter/ on a merged model says: Could you please share your process to generate skeleton and accessories? |
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. |
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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