GLTF model with skeleton importer & pixi.js issue

Hi all. I have noticed a bug(?) below. if i import some (any kind) skinned model with skeleton in .babylon format there is no issue at all, but if i use the gltf importer my model with skeleton gets kinda (very) messed up as you can see the attached picture. The issue exists only if i try to render some 2d elements with pixi.js alongside with babylon.js.

screenshots:

very basic sample code:

    <!DOCTYPE html>
    <html xmlns="http://www.w3.org/1999/xhtml">

 <head>
  <style>
        html,
        body {
              width: 100%;
              height: 100%;
              margin: 0;
              padding: 0;
        }

        canvas {
              background-color: #999;
              width: 800px;
              height: 600px;
              touch-action: none;
        }
  </style>
  <script src="https://cdnjs.cloudflare.com/ajax/libs/pixi.js/4.5.1/pixi.min.js"></script>
  <script src="https://preview.babylonjs.com/babylon.js"></script>
  <script src="https://preview.babylonjs.com/loaders/babylonjs.loaders.min.js"></script>
 </head>

<body>
  <script>
              const app = new PIXI.Application({
               antialias: true,
              transparent: true,
              width: 800,
              height: 600
        });
        document.body.appendChild(app.view);
        const graphics = new PIXI.Graphics();
        graphics.beginFill(0xDE3249);
        graphics.drawRect(50, 50, 100, 100);
        graphics.endFill();
        app.stage.addChild(graphics);

        const engine = new BABYLON.Engine(app.view, true);
        const scene = new BABYLON.Scene(engine);
        scene.createDefaultCameraOrLight();
        BABYLON.SceneLoader.ShowLoadingScreen = false;

        const loader = BABYLON.SceneLoader.Append(
              "",
              "model.gltf",
              scene,
              (scene) => {
                    let camera = new BABYLON.UniversalCamera("UniversalCamera", new BABYLON.Vector3(0, 0, -500), scene);
                    scene.setActiveCameraByID("UniversalCamera");
              }
        );

        engine.runRenderLoop(function() {
              if (engine.webGLVersion === 1) {
                    app.renderer.reset();
              }
              scene.autoClear = false;
              scene.render();
              engine.wipeCaches(true);
              app.renderer.reset();
        });
  </script>

can you try to wipe the cache BEFORE scene.render() ?

same result :confused:

Ok so I will need a live repro somewhere that reference babylon.max.js so I can debug

I have the same problem. How can I fix it?

Same answer :wink: We need a repro to help