Comments (7)
Not sure if it's related, but that model produces a ton of validation errors.
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Validation errors should go away with the next release. KhronosGroup/glTF-Validator#70
I haven't had a chance yet to debug further into the Cesium side of this issue.
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So the old validation messages went away, but a new warning has shown up for each of the nodes:
Node uses skinned mesh, but has no skin defined.
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@lexaknyazev or @donmccurdy or anyone else: Is there defined behavior when "Node uses skinned mesh, but has no skin defined" ? I presume Cesium should do something better than produce invalid GLSL code. What's supposed to happen when the skin is unspecified?
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I'd say that an engine could just ignore presence of joints/weights vertex attributes because there's no way to use them without skeleton (failure is also an option).
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three.js will just load the mesh as a THREE.Mesh
instead of THREE.SkinnedMesh
, with the joint/weight attributes passed through but unused, although that wasn't particularly a deliberate choice.
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Thanks all. This is fixed in Cesium and published with gltf-vscode version 2.1.12.
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