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bug in jointed cloth animation #3707
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@coldgemini I think the zip file is missing a bin file. |
I uploaded the glb file. |
Thanks for the bug report, I am able to repro. Maya exports skinning as two separate node hierarchies and we might have a bug in how we deal with this. As an aside, Three and Babylon have "flashing" issues after the cloth has collapsed, perhaps due to degenerate polygons or depth fighting. Also, you might want to set |
I checked and we correctly handle all the scenarios tested here, include separate node hierarchies: This might be an issue with the fact that there are 32 nested joint nodes, in theory we support this but I don't think I've tested a model with this many joints. |
This is not a gltfio issue, it's a known limitation in Filament itself. We store decomposed transforms for bones because they are more compact than two separate matrices (positions + normals). We implemented this in 2018 via #383. Therefore we do not support shearing. In general glTF disallows shearing for nodes, although it does not explicitly place restrictions on the skinning matrix. Shearing matrices can be decomposed into (rotation + non_uniform_scale + rotation). In this particular case, the finalized bone matrix (which includes the inverse bind matrix, as you mentioned) has shear. Note that support for non-uniform scale with skinning is a point of contention within the glTF community (see here). I wonder if you could achieve your desired effect in a different way, e.g. via morphing rather than skinning? |
Filament does not support shear in the skinning matrix, closing. |
Describe the bug
The animation results of the attached gltf file are quite different when shown in filament v.s. in babylon.js, with the former being a bit disruptive and the latter quite smooth.
test(1).gltf.zip
Screenshots
From Filament
From Babylon.js
Filament Version
1.9.10 in vscode plugin
Desktop (please complete the following information):
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