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Using the 3D Studio Max Exporter, I still get a missing Node warning, not sure if this is related to the exporter or not?

 

{
"uri": "Character.glb",
"mimeType": "model/gltf+json",
"validatorVersion": "2.0.0-dev.2.5",
"validatedAt": "2018-10-23T16:17:15.774Z",
"issues": {
"numErrors": 0,
"numWarnings": 0,
"numInfos": 1,
"numHints": 0,
"messages": [
{
"code": "NODE_EMPTY",
"message": "Empty node encountered.",
"severity": 2,
"pointer": "/nodes/6"
}
],
"truncated": false
},
"info": {
"version": "2.0",
"generator": "babylon.js glTF exporter for 3ds max 2017 v1.3.4",
"extensionsUsed": [
"KHR_materials_unlit"
],
"resources": [
{
"pointer": "/buffers/0",
"mimeType": "application/gltf-buffer",
"storage": null
},
{
"pointer": "/images/0",
"mimeType": null,
"storage": "bufferView"
},
{
"pointer": "/images/1",
"mimeType": null,
"storage": "bufferView"
},
{
"pointer": "/images/2",
"mimeType": null,
"storage": "bufferView"
}
],
"hasAnimations": false,
"hasMaterials": true,
"hasMorphTargets": false,
"hasSkins": false,
"hasTextures": true,
"hasDefaultScene": true,
"primitivesCount": 6,
"maxAttributesUsed": 3
}
}

It seems like a default light mesh is added by default for some reason.

2058563353_Screenshotfrom2018-10-2312-30-33.png.db116f84377fcc59fc2dd569ade8a5ee.png

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Hi @freetoplay.  The missing node warning means that there is a node in the glTF file that is not used.  In this case, it is caused by a default ambient light created in the 3ds Max exporter, which is not supported in glTF.  The way the exporter was authored, it writes out a glTF node, and then checks to see what kind of node it is.  Ideally, it should do the reverse: check the type of node and specify if it should be written to the file or not. 

In either case, this isn't an error so the file should work, though I plan on refactoring that code to make it do the reverse.  This will take some work since I would have to rewrite a few functions, but shouldn't be too difficult.  Let me know if you have questions on this!

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