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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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ycq12345 opened this issue Oct 7, 2024 · 5 comments

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@ycq12345
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ycq12345 commented Oct 7, 2024

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.
This is the result after I packaged it into an .exe and ran it.
微信图片_20241008001540
This is in the editor, no problem.
微信图片_20241008001133

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?
微信图片_20241008002107

@rdeioris
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rdeioris commented Oct 7, 2024

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

@ycq12345
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ycq12345 commented Oct 7, 2024 via email

@rdeioris
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rdeioris commented Oct 8, 2024

Sorry, no file is attached

@ycq12345
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ycq12345 commented Oct 8, 2024 via email

@ycq12345
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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.

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