Is there a problem with shadows being cast by animating GLTF models - or am I doing it wrong?
I copied the ShadowOnly material example settings from the PG (which uses the skull in a non-animated .babylon format) into my project but my model does not cast visible shadows. Unfortunately the model I’m using is licensed so I can’t easily test it in the playground (or maybe I can? I saw some docs about uploading to a git cdn but that felt like it might violate the model license terms).
I switched the shadowonly material for a standard mat and there were still no shadows.
Theory 1: in the past I’ve had similar problems with gltf file materials, and found myself recursing down the tree structure to add tags to every child - is that a known limitation/design feature of this data type? Is there a tag I should add to children to make this (animating) mesh cast shadows?
Another theory: the model is HUGE, I’m having to scale it to 0.006 to make it world-scale - could this cause problems for lighting/shadows?