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Import Hierarchy doesn't add RootNode to hierarchy #602
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Good day, when I try import runtime glb like as binary, my glb not have "RootNode" in skeleton, when I export, and I cant use old animations with binary-glb, it's affect new characters for miniroyale. |
@DarkKelt for the short term, can you use https://developer.playcanvas.com/api/pc.ContainerResource.html#instantiateModelEntity instead? Or does that have the same problem? Alternatively, create an empty Entity, reparent the Entity created by the contain to it and rename it to be RootNode as a temp workaround |
@DarkKelt Just to also check, are the GLB binaries that you load at runtime, are they models only or animations as well? If you can share a project or the files, that would really help too |
instantiateRenderEntity work good runtime. I check containers, after some actions i get correctly created model. When your importer FBX create glb model from source how i understood you change bone hierarchy and connections with vertexes. I check imported fbx and other glb from other source with hierarchy. |
When I import raw binary glb, it's not have "RootNode" and animation not worked corectly. That's why I asked Max about convertation pipeline. |
Another related forum post on this: https://forum.playcanvas.com/t/problems-with-anim-binder/26883 |
Thread: https://forum.playcanvas.com/t/animation-errors-with-new-import-hierarchy-workflow/22820
Project: https://playcanvas.com/project/849912/overview/animation_test
When importing this model as a model asset, the hierarchy has an Entity named 'RootNode' added:
However, as Import Hierarchy with render assets, this node is missing/not added
The animation file has paths that uses the RootNode which leads to incorrect animation being played.
Example animation path
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