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).
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.