animationthree.jscross-platformwebglskeletal-mesh

WebGL ThreeJs Skeletal Animation on Windows Issue


I am using three.js (version 61) with the WebGL renderer in a project to have a live animation with data detected by the Kinect.
I have used the THREE.SkinnedMesh Object to have a 3D model that supports the skeletal animation.

I tested the live skeletal animation in these scenario:

... and I have this result:
https://docs.google.com/file/d/0B6yEkHWd_4nEVkJ4RzZuMENmZUE/edit?pli=1

On Windows, the problem is that the final position of some vertex is not well computed!

I used these browsers:

... and the result is the same.

Is the problem dealing with different GPU drivers and WebGL?
I haven't a good knowledge in this topic.

Has anyone encountered and solved a similar problem when performing an animation using a THREE.SkinnedMesh Object on Windows system?

Note
for the test scenario
- I have a mock of the Kinect: Web App receives data from a server running locally.
- I have exported the rigged model from Blender to three.js and all parameters for the skinned mesh are well exported (as shown in the 2nd test).


Solution

  • Even if this answer is not a complete explanation about the problem that I encountered, a solution has been to reuse the automatic skinning tool in Blender to re-assign some vertex to bones.
    In this way, exported weights have been also modified and undesired artifacts disappeared.