Animations not exporting in sandbox

Hello, as the title says i cannot seem to export animations out of sandbox using GLB file format.



Not sure if the .babylon to .GLB loses it or the .GLB to blender?

^ the files ive used in the photos :man_blond_hair:

cc @PatrickRyan

Hi, @Fallen, welcome to the community! Can you give me a little more context around what you are doing? Are you in fact loading a .babylon file in the sandbox and trying to export a .glb? Can you describe what your pipeline is and what you are trying to achieve so we can help?

Thanks for the welcome, I am loading a .babylon file and trying to get the .glb to export however the skeleton and animations don’t seem to export with the models when I load them into blender. I make fan art for a game called Shell Shockers, that uses Babylon to hold its models and animations. I am hoping to use these skeletons to animate the custom models I’ve made for the game.

@Fallen, is the .babylon file you are loading an animation only file or are you saving to a glTF with animation only? I ask this because without a skinned mesh, glTF does not retain a skeleton definition so I would assume that Blender would not know there is a skeleton without being able to infer its existence from skinning data. Can you share a sample model with me so I can dig into it? There are too many assumptions that can be made if I try to reproduce in isolation.

I am trying to export the full .glb file, not only the animations. In the original post i shared a link to a GitHub file and all I’ve been doing to hitting export to .glb file.

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@Fallen, what I am seeing in the linked .babylon file is that the animation ranges are stored on the skeleton and not in the scene as animation groups like happens when opening a glTF.

I am wondering if the babylon scene holds the skeleton definition and animations in a way that the glTF exporter is not expecting and thus is not exporting that data. I think it would be worth bringing in @bghgary to this discussion as he has a lot of experience with the glTF exporter code. However, most of our team, including me, is on vacation this week and part of next, so please be patient with us while we are short staffed.

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I’m back.

Here is the deal. If you use skinning without linked transform nodes, then the glTF exporter currently is unable to export the animations.

You can see the exporter outputs a console warning when you export this .babylon file:

Exporting a bone without a linked transform node is currently unsupported

The glTF loader will create linked transform nodes from the bones and thus scenes loaded with the glTF loader will export back to glTF.

Please file a feature request on the glTF exporter if you would like to see this implemented for non-linked transform nodes.

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