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Loaded a scene from a *.gltf file which contains a mesh with skin animation
What went wrong
Bevy loads, renders, and plays animations as expected, but the mesh sometimes gets culled while still in the camera's view.
By drawing the Aabb component with gizmos, I found that the generated bounding box for the mesh doesn't
accurately represent the mesh.
Additional information
The gltf model was created in blender. There is a single scene with two nodes:
An Armature, as the parent in the scene
A mesh node, as the armature's child
I was able to correct the aabb misalignment by changing the model in blender. I adjusted the mesh so that both nodes had an identity transformation.
The same problem happens when only the armature node has a non-identity transformation.
This suggests that bevy's SceneSpawner is not properly accounting for transforms between parent and child elements when calculating the bounding boxes for mesh nodes.
The text was updated successfully, but these errors were encountered:
Bevy version
v 0.15.3
What you did
Loaded a scene from a
*.gltf
file which contains a mesh with skin animationWhat went wrong
Bevy loads, renders, and plays animations as expected, but the mesh sometimes gets culled while still in the camera's view.
By drawing the
Aabb
component with gizmos, I found that the generated bounding box for the mesh doesn'taccurately represent the mesh.
Additional information
The gltf model was created in blender. There is a single scene with two nodes:
I was able to correct the aabb misalignment by changing the model in blender. I adjusted the mesh so that both nodes had an identity transformation.
The same problem happens when only the armature node has a non-identity transformation.
This suggests that bevy's SceneSpawner is not properly accounting for transforms between parent and child elements when calculating the bounding boxes for mesh nodes.
The text was updated successfully, but these errors were encountered: