Reading skin and bone animations from glTF

In the latest development release of ModelConverterX I have added the functionality to read skin and bone animations from the glTF format as well. This means that ModelConverterX can now also visualise this kind of animations for glTF objects (either standard glTF or MSFS glTF).

There is one small catch in the current implementation. glTF files that have been processed by the MSFS package tool seem to apply some kind of optimization to the skin and bone animations. I partly understand how that differs from the glTF standard, but for some parts that have a skin and bone animation there are still displacements. I have added this issue to the todo list and hope to be able to fix this soon. If you see this issue on a simple test object, please let me know as that might help in understanding what kind of optimizations are done.

At the moment ModelConverterX can not yet write skin and bone animations to glTF file. So on export they are still ignored. That is one of the next items on the todo list to start working on.

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