Hi all,
I have a issue in my current project and I am mentioning the steps I am following:
Step 1: I am importing a skinned model using ImportMesh in glb format (these are exported from Blender)
Step 2: Once imported I am changing the bone position using scene.getTransformNodeByName(bone.name); (basically the user can input some parameters to change them, so it is a bit dynamic here)
So here it is transforming properly
Step 3: Then I am using the BABYLON.GLTF2Export to export it to .glb file. Now when viewing the file in a normal gltf viewer it works correctly
Using this tool to view: https://gltf-viewer.donmccurdy.com/
Step 4: When I open the same file in Google’s Sceneviewer Preview tool it is in it’s rest pose as defined in Blender when exporting
Sceneviewer Preview Link- Scene Viewer
Rest pose in Sceneviewer Preview
So essentially what I am trying to achieve here is to Reset the rest pose with the dynamic values when the user is exporting to GLB so that it works correctly with the Sceneviewer tool. Sceneviewer has a problem with skinned meshes so I think resetting the rest pose to the user defined values is the only idea that I got right now.
I have a seen a lot posts which got resolved relating to bones and skeletons by @Deltakosh @bghgary
It would be great if you can help me resolve the issue as I am on a deadline to complete this today
Thank you