glTF exporter only associating first element of animation per Armature #70096
Labels
No Label
Interest
Animation & Rigging
Interest
Blender Cloud
Interest
Collada
Interest
Core
Interest
Documentation
Interest
Eevee & Viewport
Interest
Geometry Nodes
Interest
Grease Pencil
Interest
Import and Export
Interest
Modeling
Interest
Modifiers
Interest
Nodes & Physics
Interest
Pipeline, Assets & IO
Interest
Platforms, Builds, Tests & Devices
Interest
Python API
Interest
Rendering & Cycles
Interest
Sculpt, Paint & Texture
Interest
Translations
Interest
User Interface
Interest
UV Editing
Interest
VFX & Video
Meta
Good First Issue
Meta
Papercut
Module
Add-ons (BF-Blender)
Module
Add-ons (Community)
Platform
Linux
Platform
macOS
Platform
Windows
Priority
High
Priority
Low
Priority
Normal
Priority
Unbreak Now!
Status
Archived
Status
Confirmed
Status
Duplicate
Status
Needs Info from Developers
Status
Needs Information from User
Status
Needs Triage
Status
Resolved
Type
Bug
Type
Design
Type
Known Issue
Type
Patch
Type
Report
Type
To Do
No Milestone
No project
No Assignees
2 Participants
Notifications
Due Date
No due date set.
Dependencies
No dependencies set.
Reference: blender/blender-addons#70096
Loading…
Reference in New Issue
No description provided.
Delete Branch "%!s(<nil>)"
Deleting a branch is permanent. Although the deleted branch may continue to exist for a short time before it actually gets removed, it CANNOT be undone in most cases. Continue?
System Information
Operating system: Linux [other users tested on both Windows and MacOS]
Graphics card: Nvidia GeForce GTX 980 Ti
Blender Version
Broken: 2.80 stable and 2.81 (built today)
Short description of error
A single Armature can only seem to animate a single element when exporting to glTF
Exact steps for others to reproduce the error
Please refer to attached model (and note it will be a big buggy when exporting from 2.80, less buggy with current builds of 2.81).
glTF multiple element single armature.blend
glTF multiple element single armature.glb < Export with fresh build of 2.81
We're trying to export an animation to glTF but only one [the first] element/bone gets included in the animation when exporting to glTF. The length of the exported animation is the same so we have a feeling the current implementation is only including the first element associated with the Armature rather than collecting each element being manipulated in the animation track. We have found examples with single animation tracks having multiple animated elements in the Khronos group glTF sample models so we suspect this is specifically an issue with the Blender glTF exporter.
Note: We were assuming it was a problem with how we had things set up, but we tried as many rigging variations as we could think of and none of them worked (other than baking animations, which we want to avoid). We also tried exporting to FBX and the animation played fine - so seeing as to how the glTF exporter seems to be aiming for at least parity with the FBX exporter we're guessing this is perhaps an impartial implementation issue rather than a bug.
Added subscriber: @Kagetsuki
Confirmed.
A workaround for now can be to use "always sampled animation". But this has another bug already known about not assigned vertices to bones (this is allowed in blender, but not in glTF). You can workaround it by creating a root bone, and assigned all non assigned vertices to this bone. See https://github.com/KhronosGroup/glTF-Blender-IO/issues/308
Anyway, the original bug is confirmed, and maybe linked to https://github.com/KhronosGroup/glTF-Blender-IO/issues/399
Changed status from 'Open' to: 'Archived'
glTF stores rotation using Quaternion
You are doing the following animation:
Rotation from:
Euler(0, 0, 0) --> Quaternion (1, 0, 0, 0)
To:
Euler(3600, 0, 0) --> Quaternion (1, 0, 0, 0)
So animation can't be visible
No bug here, we have to animate rotation not only with multiple of 360°
Thanks again @JulienDuroure .
Just curious: Is https://github.com/KhronosGroup/glTF-Blender-IO/issues/308 not resolved in 2.81? It seems to be for us in this case but I may be mistaken.
As for storing in Quaternion, had you not informed us of this in this issue I don't know how we would have figured this out. I have a feeling someone else may run into this in the future and we may get multiple issue posts in confusion. Some sort of warning or detection could probably help, but I don't have any suggestion as to how to implement something like that.
Keep up the fantastic work Julian - we really really appreciate it!