'Three.js skinning issue from OpenAssetImport-converted model
I've been trying to understand the maths behind Three.JS's skinning and I've been stuck there for a while.
My use case is loading "any" 3D model that is passed through OpenAssetImport and saved in a custom model format (mostly built for a custom native render, but it's just a representation of assimp's data structures).
In this model format I track:
- Meshes (obviously)
- Nodes (as in the 'assimp' definition of nodes)
- Bones
For each bone, I track:
- The node which it is attached to
- The individual 'bind matrix' as defined by assimp
I'm then struggling to re-construct the skeleton in Three.JS. My attempt is this:
- Generate all the 'nodes' (as in, 'assimp' nodes) as simple
THREE.Object3D - Attach the meshes when required
- For each bone
- Find the node (
THREE.Object3D) it's attached to - Create a new
THREE.Bone - Apply assimp's 'bind matrix' to the ThreeJS bone with
bone.applyMatrix(assimpBone.bindMatrix) - Set the
THREE.Boneas a child of theTHREE.Object3D
- Find the node (
- Create a
THREE.Skeletonwith the array ofTHREE.Boneobjects - Attach it to the mesh with 'attached' bind mode
However, for some models this works, while for others I have big errors with meshes being de-formed (even if the base mesh is still at least recognizable).
Example mesh loaded with skinning disabled:
Same mesh loaded with skinning enabled:
Sources
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Source: Stack Overflow
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