Comments (8)
The fact that the "ice fragments" are shown the whole time is probably an issue of three.js. At least, the ice fragments are not displayed in other viewers:
(Left: JglTF, Right: Cesium)
However, you can see that there is another issue with the transforms: The gun is not transformed properly. Right now, I cannot say if (or how) this is caused by COLLADA2GLTF, or whether there is something wrong with the COLLADA input file.
BTW: During the conversion, it prints
WARNING: matrix can't be decomposed
several times. The message comes from
COLLADA2GLTF/helpers/mathHelpers.cpp
Line 172 in 6bc66f2
COLLADA2GLTF/COLLADA2GLTFWriter.cpp
Line 412 in 6bc66f2
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Thanks a lot for the answer. Yes, the problem with gun is also present here and the gun is also moves in Three.js as if it controlled by bones of legs and not involved in "shooting" sequence of the animation at all.
I will try to investigate problems in Three.js.
The message
WARNING: matrix can't be decomposed
occurs very often, I already have investigated this problem and found that there are lots of matrices like
0 0 0 0
0 0 0 0
0 0 0 0
0 0 0 1
whose determinant is 0 in animations data of Collada .dae file. I don't know is it the reason of Blender's exporter, or is it should be so, but such model somehow rendered properly by all Collada viewers. In my local version of collada2gltf I just replace such matrices by identity matrix
1 0 0 0
0 1 0 0
0 0 1 0
0 0 0 1 ,
but this doesn't fix any of existing problems.
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As it turns out from the related three.js issute the problem of ice bones and meshes is caused by Three.js and the problem of the gun is caused by collada2gltf when some bones have dots in their names.
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I am on a commit 503473979b6627ffbe8a63b006c2609de7d30461 now and there is no such problem with the gun transformation. If I compile from this commit with replaced dots with underscores in bones names then I have finally got expected result:
shooter_gltf_normal.mov.zip
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@skalexey thanks for narrowing this down. If you find a fix, a pull request would be appreciated.
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I'm not sure what the difference is, but FYI this model is animating correctly when exported from the glTF-Blender-Exporer:
shown in three.js r85
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I'm pretty sure that the rifle is not animated correctly, but of course, it's hard to tell at which point in the pipeline this error is introduced: In the renderer, the converter, or whether it's already part of the input file (that's why I'm always proposing (and trying to create) sorts of "unit test" models...)
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here is three.js (using a glTF from the blender exporter) vs the expected animation reference video provided by the OP:
reference | three.js |
---|---|
there is a section that seems slightly different (when the character starts walking immediately after breaking out of the ice, the torso doesn't animate?) but (never mind i think i was comparing the wrong sections of animation...) the rifle looks the same to me.
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Related Issues (20)
- Can't find COLLADA2GLTF-bin[.exe] after building the sln
- Export settings for CityEngine
- Exported file wrong transform mode resulting in broken animation and models
- Model will lose when have lots of components?
- I/O warning : failed to load external entity HOT 2
- texture with spaces in name
- Some parts of model are converted with wrong position
- Texture coords not being exported HOT 1
- GLTF::Node::Transform must have virtual destructor
- Nothing happens when I type .\COLLADA2GLTF-bin in terminal
- COLLADA2GLTF-v2.1.5-windows-Release-x64 canot convert dae to gltf 1.0, but v2.1.4 can HOT 2
- Transparency conversion seems to be lost
- fatal error: draco/draco_features.h: No such file or directory when make? HOT 5
- ERROR: Couldn't write buffer to path '' HOT 1
- Compression Level for Draco
- Segfaults, vertices strewn in random places, missing faces, etc.
- Wrong Tangent and Binormal After Conversion
- the dracoCompression doesn't work in COLLADA2GLTF v2.1.5 using COLLADA2GLTF-v2.1.5-windows-Release-x64.zip
- Converting GLTF to Collada? HOT 2
- Please rename default branch from 'master' to 'main' per Khronos policy HOT 2
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