Reputation: 118
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:
... 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:
... 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).
Upvotes: 1
Views: 384
Reputation: 118
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.
Upvotes: 2