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ziriax avatar ziriax commented on June 21, 2024

Do you have a scene you can share with me?

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GregariousImpala avatar GregariousImpala commented on June 21, 2024

Hey, thanks for the quick response!
After doing some more testing, I don't think that the pivots have anything to do with it--after trying every combination of parenting, constraining, baking keys, and anything else you can think of, I got the pivot error to go away but still, the mesh turns on permanently after activating the one clip where it's supposed to be visible.

I can't give you the full scene I'm working on, but I attached a test scene using the relevant assets. Animations are all set up in the trax editor. The controller mesh should be visible during the musician_Gaming_A clip but not visible in any other clips.
test_scene.zip

Any insight you could give me would be greatly appreciated!

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ziriax avatar ziriax commented on June 21, 2024

Thanks for the scene. I'm currently abroad and not able to look at it, but as soon as I return home, I'll give it a shot.

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BigRoy avatar BigRoy commented on June 21, 2024

@GregariousImpala could it be that you are scaling your object to zero scale (or near zero scale) at any point in time?

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GregariousImpala avatar GregariousImpala commented on June 21, 2024

@GregariousImpala could it be that you are scaling your object to zero scale (or near zero scale) at any point in time?

My object is never scaled to 0, however, it is scaled it to 0.001 in X, Y and Z in order for it to "disappear". This is standard practice and works as intended when using FBX and OBJ exporters, as well as the Khronos glTF exporter, so I don't see why it shouldn't work using the Maya2glTF exporter.
As far as I'm aware, there is no other way to bake "visibility" into an animation.

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