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Description
Hello, I am encountering a small but curious issue while implementing hardware skinning with GLTF.
I am using 0.15.0.
Screenshot from within animation software:

Using gltf2ozz.exe, I have generated an animation and a skeleton with this JSON configuration (in attached ZIP):
{
"skeleton": {
"filename": "limited_skeleton.ozz"
},
"animations": [
{
"clip": "*",
"filename": "limited_animation.ozz"
}
]
}
As you can see, nothing too weird.
A GLTF+bin is attached, here is a screenshot of the animated mesh from Khronos GLTF Sample Viewer:

This is correct.
Here is a screenshot using the generated skeleton and animation in the playback sample, this is the reason I have opened an issue:

I believe this is incorrect.
By adding a very small translation to the root joint, I can visualize the expected output (I do not believe adding a translation is a valid solution):

The skeleton has 3 bones, and the first 2 joints have no animation data. In the sample playback tool I expect to see all 3 bones offset as in the reference screenshots.
I am not very experienced in this area, apologies if my terminology is inaccurate.
Thanks for your attention.
Relevant files attached here: limited.zip