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3 bones with first 2 bones not animated producing discrepancy between playback sample and Khronos GLTF reference #178

@tsmckelvey

Description

@tsmckelvey

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:
in-app

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:
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:
playback sample
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):
playback good

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

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