Quantization creates invalid skinning weights for CesiumMan.glb
donmccurdy opened this issue · 3 comments
donmccurdy commented
Quantizing CesiumMan with gltf-transform quantize CesiumMan.glb CesiumMan+quant.glb
we see validation errors and visible 'spikes' in the geometry. Problem appears related to sorting and normalizing the skinning weights. Tested in v4-alpha.
glTF-Transform/packages/functions/src/sort-primitive-weights.ts
Lines 74 to 75 in 13fbccf
Related:
marwie commented
Just saw this issue appear in one of our meshes here as well - draco doesn't have this issue but in this case meshopt is much preferred due to blendshape compression 😊
donmccurdy commented
In progress:
marwie commented
Thanks a lot for the superfast fix!