Domanda

I am using three.js (version 61) with the WebGL renderer in a project to have a live animation with data detected by the Kinect.
I have used the THREE.SkinnedMesh Object to have a 3D model that supports the skeletal animation.

I tested the live skeletal animation in these scenario:

  • Test 1 on Windows 7
  • Test 2 on Mac OS X 10.9

... and I have this result:
https://docs.google.com/file/d/0B6yEkHWd_4nEVkJ4RzZuMENmZUE/edit?pli=1

On Windows, the problem is that the final position of some vertex is not well computed!

I used these browsers:

  • Google Chrome Version 31.0.1650.63
  • Firefox 26.0.

... and the result is the same.

Is the problem dealing with different GPU drivers and WebGL?
I haven't a good knowledge in this topic.

Has anyone encountered and solved a similar problem when performing an animation using a THREE.SkinnedMesh Object on Windows system?

Note
for the test scenario
- I have a mock of the Kinect: Web App receives data from a server running locally.
- I have exported the rigged model from Blender to three.js and all parameters for the skinned mesh are well exported (as shown in the 2nd test).

È stato utile?

Soluzione

Even if this answer is not a complete explanation about the problem that I encountered, a solution has been to reuse the automatic skinning tool in Blender to re-assign some vertex to bones.
In this way, exported weights have been also modified and undesired artifacts disappeared.

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