I load my objects with the function importMeshAsync. The object also contains animations.
But I don’t get any AnimationGroup back as return value (in the Promise, the value is a empty array).
If I load the object with AppendAsync, then I get an AnimationGroup displayed.
Why don’t I get it with importMeshAsync? I need this return very much.
So what are the animationGroups in the return value of the importMeshAsync function for (importMeshAsync Doc)?
These should be the animationGroups that were added by the import or was added? Or am I blind right now?
Wouldn’t it be nicer if the animationGroups contained those that concern the mesh? Would help me a lot.
After I have imported the mesh, I would like to go through it if there are animations on the mesh. But that’s not possible at the moment.
Ok so this is expected as the babylon loader does not populate that info for the reason I mentioned earlier
but replacing the importMesh with a Append works: https://playground.babylonjs.com/#34ZCKI#1
Thank you, for the idea.
But i need the informations from the Promise in importmeshasync (mostly the meshes array) to work with the new meshes. Any idea to merge or workaround this Part?
Could we do that in the future and switch from .babylon to .glb. But we would have to adjust some things in the system, because the __ root __ Mesh takes over some things now and not the current “MainMesh”.
For the glb I use the same import function as for the babylon. for glb the animationgroup is there and for babylon not. Wouldn’t it be more consistent to follow up here at .babylon?
PS: Will the GLTF exporter still be able to export a gltf-embedded (gltf and bin in one file)? I would like to load the gltf with gzip, like the babylon. glb is a binary and has no effect with gzip.
@Deltakosh Thanks for the quick reply.
I’ll try and then create a PR. =)
About GLTF export: Yes, that’s right, but I would like to use the advantage of gzip (Nginx), and in my opinion this only works with text-like files (html, babylon, js, …) and not with binaries. And gltf-embedded is “gzip”-able.
Can you clarify what you mean by gltf-embedded? If you mean base64-encoded buffers in a single glTF, then this is supported.
glb is a binary and has no effect with gzip
Can you explain this more? A gzipped GLB should work well if you don’t have any textures. If you do have textures, gzipping a texture just wastes time.