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Ready Player Me has made a number of modifications to how they save their GLTFs to reduce file size. This involves packing data a bit tighter, and using some more exotic data formats that SK hasn't implemented.
In particular, their skinning and animation data is stored in a wider variety of formats, where SK only really implements a few. Notably, a uint8 was seen as a weight format, where SK only recognizes floats. On occasions where they don't match up, SK can fail to load the mesh.
RPM meshes also appear to explode when animated, not directly sure what this is yet, but is likely related to the more compact data format as well.
Platform / Environment
StereoKit v0.3.9
Fix for this would be best for a v0.3.10 in addition to v0.4.0
Logs or exception details
Exploding meshes can be recreated with any current RPM model. Data packing issues can be seen on some RPM models, but not all.
The text was updated successfully, but these errors were encountered:
Description
Ready Player Me has made a number of modifications to how they save their GLTFs to reduce file size. This involves packing data a bit tighter, and using some more exotic data formats that SK hasn't implemented.
In particular, their skinning and animation data is stored in a wider variety of formats, where SK only really implements a few. Notably, a
uint8
was seen as a weight format, where SK only recognizes floats. On occasions where they don't match up, SK can fail to load the mesh.RPM meshes also appear to explode when animated, not directly sure what this is yet, but is likely related to the more compact data format as well.
Platform / Environment
StereoKit v0.3.9
Fix for this would be best for a v0.3.10 in addition to v0.4.0
Logs or exception details
Exploding meshes can be recreated with any current RPM model. Data packing issues can be seen on some RPM models, but not all.
The text was updated successfully, but these errors were encountered: