GLTFLoader: Skinned meshes distorted

Description of the problem

I’ve realized that certain glTF models like the small robot or the cesium man look distorted in dev. Could this be related to the latest changes to SkinnedMesh?

Check out the hands of the robot:
https://raw.githack.com/mrdoob/three.js/dev/examples/webgl_animation_skinning_morph.html

and the torso of the cesium man:
https://raw.githack.com/mrdoob/three.js/dev/examples/webgl_loader_gltf_extensions.html

The skinning example of FBXLoader and ColladaLoader looks fine. Same for the webgl_animation_skinning_blending which uses GLTFLoader.

Three.js version
  • Dev
  • r98
Browser
  • All of them
  • Chrome
  • Firefox
  • Internet Explorer
OS
  • All of them
  • Windows
  • macOS
  • Linux
  • Android
  • iOS
Hardware Requirements (graphics card, VR Device, …)

Author: Fantashit

2 thoughts on “GLTFLoader: Skinned meshes distorted

  1. I have a patch that only normalizes floating-point weights, will submit a PR momentarily. Seems like a reasonable compromise.

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