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glTF 2.0: Change JOINT and WEIGHT to form [semantic]_[set_index] #878
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Note that this used to be the case in glTF 1.0, which provided (with emphasis added):
In other words, the form |
Thanks for the info. So, actually, I want to have the restriction for JOINT and WEIGHT as well. |
I want to increase the number of influences per vertex, just to be clear. I understand, that currently some engines can only handle up to 4 inflcuences and that is the reason why I want this encoding: |
Whatever everything thinks here will be fine with me. I think we limited it because we didn't see more than 4 being used in practice. |
I am fine, if we just define, that JOINT_0 and WEIGHT_0 have to look like this plus for glTF 2.0 default is 4 influences. Whoever wants more at this point of time, needs to use an extension (to be defined). Anyway, modern 3D engines, maybe not for the web, already support 8 influences e.g. Unreal Engine 4 supports 8 influences: Having the the same rule as for TEXCOORD_X and COLOR_X, we are save for the future. |
* Add support for tangents and specify mesh attribute limits. * Some corrections and more descriptions for attributes * Updates based on feedback * More updates based on feedback
Hi all, I'm picking through the various commits and current state of the spec. My use case requires up to 8 influences per vertex. Is it still the case that skinning is restricted to 4 influences per vertex? My interest in gltf is to use standardized tools and formats. The spec explicitly calls out VEC4, and I see some discussion above about implementing a custom extension if 4 isn't enough, or packing the rest of the weights in JOINTS_1, but that's not really what I'm after as the interpretation of the resulting file wouldn't be standard across applications. Or have I misread this conversation? |
The "standard" way is to use |
Sooner or later, having maximum 4 values of joints and weights will be not enough.
I am fine, that at this point of time, maximum of 4 values are only valid.
To be future safe, I suggest the form like for COLOR or TEXCOORD e.g. JOINT_0 and WEIGHT_0.
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