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cx20

glTF models for Skinning has orientation problem

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I think this is not a babylon issue and related to the gltf converters axis conversion.
@Luaacro did provide a solution some months back, where you just init the loader with  GLTFFileLoader.MakeYUP = true;

 

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Thank you for a reply.

I tried following code.

 GLTFFileLoader.MakeYUP = true;

It has been turned upside down.
However, orientation was not repaired...

CesiumMan_20161025_001.png

RiggedFigure_20161025_001.png

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@cx20, it has been fixed in the latest pull request :)

MakeYUP is now deprecated since we use the right handed system as default. Now you have nothing special to do it, will work alone

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@Luaacro I confirmed that the rotation problem was solved. I updated the following status :)

https://github.com/cx20/gltf-test#gltf-10-sample-models

Is it real that the right hand coordinate system is the default? I was a little surprised :blink:

I previously wrote a comparative article on the WebGL library. In that article, I wrote that Babylon.js is a left hand coordinate system, so I have to correct it.

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No no ! I meant that the gltf loader uses right handed as default (babylonjs is left by default but the loader configures babylonjs to use right handed)

my sentence was badly constructed

cx20 likes this

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I understood that glTF Loader rather than Babylon.js is a right hand coordinate system ^_^

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