Hi @Evgeni_Popov
I did try that it did not worked. I also notice that I can close the inspector and they will show up.
So select mesh in inspector that is invisible to show the gizmo ( any gizmo: move, rotate, scale), and after close the inspector.
Gizmo dissapear meshes show up.
What is interesting, if i turn on edge rendering the meshes receive the outlines.
I was thinking it was also my nodeMaterial and uses of instances and bones, But when they show up they work fine. So shader works.
Literally the strangest bug ever for me. Never was stuck for so long.
Any other suggestions?
Regards
Peter
Try using a standard material rather than a node material and see if that resolves the issue. This could give us some avenues to explore.
@Evgeni_Popov
I just noticed that I have also another way to make it work:
Open Inspector. Select any Skeleton from my scene. Turn on Debug. And turn it off.
The meshes showing up.
Something is triggered on them that makes reaper.
Hi @Evgeni_Popov
Standard Material does exactly the same thing. No changes.
Hi @Evgeni_Popov
OK I triggered Inspector Skeleton debugging by code and all its working fine now.
const skeletonView = new SkeletonViewer(scene.skeletons[0],null,scene);
skeletonView.dispose();
What is this code triggering on skeletons that makes them update and show again ?
Regards
Peter
The code is here:
You can try calling computeAbsoluteMatrices() on the skeleton (that’s what _displayLinesUpdate does).
Hi @Evgeni_Popov
I did that. But its the disposing() of it that makes it show up.
So what is done with the dispose that could make it?
dispose is just disposing of the debug mesh and the utility layer:
So I really don’t know what your problem could be…