Hi there,
I’m exporting a scene from blender to gltf. The scene has invisible meshes that act as colliders (planes for stairs).
However, blender exports these without a mesh ID in the gltf
{
“name” : “Plane”,
“rotation” : [
0.23380382359027863,
0,
0,
0.9722837805747986
],
“scale” : [
0.22394409775733948,
0.4259147644042969,
0.23582002520561218
],
“translation” : [
-73,
-91.19999694824219,
633.5
]
},
as opposed to visible meshes that also have a “mesh” value, which is an ID.
{
“mesh” : 242,
“name” : “Cube_125”,
“rotation” : [
0,
-0.7071067690849304,
0.7071068286895752,
1.067701660417697e-07
],
“scale” : [
100,
100,
100
],
“translation” : [
797.510986328125,
-614.916015625,
-33.454166412353516
]
},
I believe this is why when I list the meshes I load with SceneLoader.ImportMesh in the callback function, the planes are not included in the list.
Is there a way to access these objects when loading the scene?