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First analysis :
Seems we have an issue with multiple armatures management at import.
Meshes that are misplaced are all parented to a bone that are part of a rig itself parented to a bone of an another rig
Main rig : Rig
Additional rigs: Eyes, TongueBone
And then not only sub-rigs that affected, but the objects that parented into this main amature are affected too. I saw tasset in this model got moved a little bit to back, spiked poleyn, and even greaves and vambraces.
Note the the rig (in the .blend) has some dependency cycles, so we can't guarantee that everything is exported correctly
Dependency cycle detected:
OBRig/tailSpine/BONE_CONSTRAINTS() depends on
OBRig/tailSpine.001/BONE_READY() via 'Damped Track'
OBRig/tailSpine.001/BONE_POSE_PARENT() via 'Pose -> Ready'
OBRig/tailSpine/BONE_READY() via 'Parent Bone -> Child Bone'
OBRig/tailSpine/BONE_CONSTRAINTS() via 'Constraints -> Ready'
I still have to check how deep this deps cycle impact the export
Describe the bug
I tried to import an exported glTF (character), resulting many objects that has been parented into the amature to be misplaced.
To Reproduce
Steps to reproduce the behavior:
Expected behavior
It should be show like this: (glTF viewer)
Screenshots
This is an observed result: (Blender)
.blend file/ .gltf (mandatory)
https://www.mediafire.com/file/yhthl5wlyo4ovcv/Wendiir_Neorgreth_%2528Free_download_-_.blend_and_texture_files_included%2529.zip/file
Version
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