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When the number of bones exceeds a certain limit, it can cause some bone mappings to be incorrect. #25
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Hi, please share the GLB file here (if possible). There should not be difference between editor and runtime in terms of bones/weights management so it must be something else, so i would liek to debug it. Thanks |
This is the file I am using.
Roberto De Ioris ***@***.***> 于2024年10月8日周二 00:39写道:
… Hi, please share the GLB file here (if possible). There should not be
difference between editor and runtime in terms of bones/weights management
so it must be something else, so i would liek to debug it.
Thanks
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Sorry, no file is attached |
https://drive.google.com/file/d/1d9bb-oJ9InbVKyylCc5hKixJNh1Ky7X9/view?usp=sharing
I have attached a file to the email I sent you, but for some reason, you
can't see it. I have now uploaded the file to my cloud drive, and you can
download it from there. You are a very dedicated developer.
Roberto De Ioris ***@***.***> 于2024年10月8日周二 12:54写道:
… Sorry, no file is attached
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I first used the GLB file in UE4.26 to generate a fixed skeleton, and then I imported the GLB file again, mapping it to the same skeleton. The import process was completely normal, but when I used an animation blueprint, I noticed that the mesh weights exploded. If I reduced the number of bones mapped in the join.json file, the result would be normal. The bone mapping names correspond correctly, so I suspect that the issue occurs when the number of bones exceeds a certain limit. |
Hello, your plugin is great. When I import a GLB file, I'm sure my skeletal mesh and JSON are correct because there are no errors in the Unreal Engine editor, and I can read the file and run it properly. However, after packaging the project and releasing it, I found that the character's skeleton was missing.
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This is the result after I packaged it into an .exe and ran it.
This is in the editor, no problem.
I found that there are 354 bones in the skeleton from the JSON configuration. If I randomly delete some and reduce the number to just over 200, the model displays correctly, but some weights are lost. Does this plugin have a limitation on the number of bones?
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