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Description
The spec is not clear on two main items.
- How to compute nodes' final node transforms
- How to compute final skin joint transforms
In particular,
a. Since nodes can refer to each other in any manner, are the final world transforms unique for each node? Or can a node have two different world transform as it is references by say two different scenes?
b. Is a node a root node always or it depends on the skin?
c. For skinning, how are the world transforms for each joint computed, given the corresponding nodes transforms? There should really be a formula for this in the spec.
Have been debug skinning for a long time now and can get the glTF 2.0 examples to work.
Are those supposed to be following the spec?
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