Hello, all! Making my first post here.
Wondering if anyone else has run into this problem, or maybe it’s a known limitation of the Babylon Maya plugin.
We’ve been iterating versions with a rigged and animated character, exporting to gtlf out of Maya 2018 using the Babylon plugin. We ran into an odd problem where some verts on the character were stretched out of place, more or less aiming toward the origin. (This problem appeared only after exporting the gltf.) After a lot of troubleshooting, I found that the problem went away when I reduced the number of bones on the rig to 128. It does not seem to matter which joints/bones I remove – once it’s 128 or lower, the geo comes out fine. If only we could get away with just 128 bones, but for this character, we cannot.
Other bits of data:
This threshold of 128 applies when all those bones are part of the same skincluster. If the geometry is made up of separate meshes, the errant verts problem goes away. (Too bad I can’t just use this as a workaround, because the delivery specs for this project require a single mesh.)
We’ve got a max of 4 influences per vert – double-checked that.
This is a fun one. When I view one of these ugly gtlf files in the sandbox.babylonjs.com viewer, and I use the “Export to GLB” tool in the inspector, the glb file that comes back looks fine. The verts return to where they belong. (Too bad I can’t just use this as a workaround, because the “Export to GLB” tool does not yet export bones.)
Unfortunately, because I’m working on a commercial project with sensitive content, I am unable to share any of these files. I’m aware that is a problem. But like I said, at this stage I’m just curious if this is something anyone else has encountered.