donmccurdy/glTF-Transform

Quantization creates invalid skinning weights for CesiumMan.glb

donmccurdy opened this issue · 3 comments

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.

CesiumMan.glb.zip

// (3) Normalize.
normalizePrimitiveWeights(prim);

Related:

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 😊

In progress:

Thanks a lot for the superfast fix!