Hi, I am new to creating glb and facing some strange issues and can anyone expert help me out?
I have export glb from maya, however as you can see from below, the skin has distortions.
I initially thought that because of
#1 the export option issue
#2 the normal issue
#3 the skin weight issue, reduced influence
Then after digging so long I still cannot find the answer until I key a simple test animation.
As you can see, the test animation has no distortions, hence I have limited there is something wrong with the animation, but it works fine on Maya…
I am totally lost from here.
I have attached both the actually and test scenes, can you help and point me what is wrong?
Thank you very much.
Update1:
I found that after uncheck the option “Export tangents”, the distortion has shifted from left to right…, what is the cause of it? totally lost…
Update2:
I have resolved the issue!!!
All you need to do is to transfer asset to blender and use Blender native glb exporter.
Therefore, I can officially say that the Babylon maya exporter plugin has bug to correct.
#1, exported glb will create “ACCESSOR_WEIGHTS_NON_NORMALIZED” error whether you use the option “optimize vertices” or not.
#2, will result strange skin weight distortion.
#3, Skeleton exported will duplicate by as much as the mesh bind on it, while the same thing exported from Blender will only have one set. ( Someone has already found this problem and posted here I believe I saw it while doing research )