Unexpected offsets when using exported Blender models
Nobody has claimed this yet.
Assessment
- Difficulty
- 4/5
- Estimated time
- 3-5 days
- Newbie friendliness
- 35/100
- Issue type
- Bug
- Clarity
- Needs clarification
- Activity status
- Stale
- Tech stack
- blender, cpp
- Domain
- computer-graphics
Research direction
Start by reproducing the offset in MiniEngine with the attached Blender-exported skeletal model, then compare it with the gltf-Sample-Models version that does not fail. Read the MiniEngine animation and model-import entry points to trace skeletal translation and identify where the exported data diverges. Done means the Blender-exported model translates without an unintended mesh offset and the existing sample behavior remains intact.
Written by the indexing model from the issue text.
Description
I think I found a bug with the animation system in MiniEngine from the DirectX-Graphics-Samples repo. When translating skeletal models, the mesh gets an offset in the direction its being translated in.
What's strange is this only happens with models exported from Blender. Skeletal models from the gltf-Sample-Models GitHub don't have this problem (except when the same model is exported from Blender). Could anyone perhaps provide some insight on what's going on? I've been researching this and debugging it for awhile and can't figure out what's wrong.
https://github.com/user-attachments/assets/61256e12-9b83-410f-92d6-298f541e0a3a
- Dominant language
- C++
- Stars
- 6.8k
- Forks
- 2.2k
- PR merge metrics
- No merged PRs in 30d
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