In the sandbox I do not see that option. I tried this in my local but seems to have no effect. Below is my code in local.
window.addEventListener('DOMContentLoaded', function() {
// get the canvas DOM element
var canvas = document.getElementById('renderCanvas');
// load the 3D engine
var engine = new BABYLON.Engine(canvas, true);
BABYLON.SceneLoaderFlags.CleanBoneMatrixWeights = true;
var loader = BABYLON.SceneLoader.Load("/kandace_dancing/", "scene.gltf", engine, function (scene) {
var camera = new BABYLON.ArcRotateCamera("camera", Math.PI / 2, 1.6, 20, new BABYLON.Vector3(0,0,0), scene);
camera.minZ = 0.01;
camera.allowUpsideDown = false;
camera.wheelPrecision = 150;
camera.attachControl(canvas, true);
console.log(scene.meshes)
camera.zoomOn(scene.meshes);
// run the render loop
engine.runRenderLoop(function(){
scene.render();
});
// the canvas/window resize event handler
window.addEventListener('resize', function(){
engine.resize();
});
});
});
The next thing I would check is the scale of the root mesh, __root nodes in gltf files sometimes have -1 scale. You can console.log(scene.meshes), and check for weird scales. Maybe importing to blender, applying Location, rotation and scale and re-exporting solves this problem.
You have to set transparency to all the materials except body and hair to opaque, and enable depthprepass for body material. And unfortunatelly if I remember well you haveto do this manually from the code something like this:
var bodyMat = scene.getMaterialByName('Bodymat')
bodyMat.needDepthPrePass = true
var topMat= scene.getMaterialByName('Topmat')
topMat.transparencyMode = 0
Sorry if I was unclear.
As I said you have to change the transparency but not on all materials, if you change it for body material then you’ll see the eyelashes doesn;t look very good because they lost their transparency. So because to this material we do not change the transparency, so it is still an alpha blend material, here we need to enable the depth prepass, to reducing alpha blending sorting issues.Cheers!