Inconsistent GLTF bone transformations

Ok I found the root cause :slight_smile:
The way we handled skeleton within glTF was a bit too convoluted in 4.2

So we decided to simplify it a bit. From the breaking changes of 5.0:
https://doc.babylonjs.com/whats-new#breaking-changes

Loading glTF assets with skins now places skinned meshes as siblings of the corresponding skeleton root nodes instead of using skeleton.overrideMesh

(@bghgary I think we should document that and how it works in the skeleton documentation)

Here is the fix for your PG:
GLTF character bone positions | Babylon.js Playground (babylonjs.com)

The idea is to figure out which transformNode is the root of the actual mesh

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