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Function to get a humanoid's bone #5
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Creating an array of references to |
So just to be make sure I am not mistaken here, in the
The I've looked at the So it seems like you said that getting the references directly from the parsed nodes might be the better option here. Is this the way to get the flattened hierarchy of nodes from the |
That's correct. I want to get a Currently I'm using GLTFLoader to load VRM. Basically GLTFLoader builds I have worked on this issue in local. Using I've been busy recently. 😢 |
Perfect, thank you for taking the time to write this detailed reply, the issue you've linked in particular is very helpful. I did not see how to use the I imagine the names in
The code you pushed looks good, if you think I can help out with this issue in any way do not hesitate to tell me. I would have no objection in submitting a PR for example, but only if you don't prefer doing it yourself of course. In any case, I am not blocked in my work by this issue so no worries 😉 |
Yes. Currently, actual name of the bone (that is node of glTF) is at vrm.parser.json.nodes[vrm.humanoid.humanbones[i].node].name The name of I want to map nodes more smartly...
😄 |
I see, thank you for your in-depth reply 👍 One thing I don't understand is why we cannot write this directly: this.nodes[i] = await this.parser.loadNode(i); Is it because there is no guarantee that |
I thought I needed to get a reference to the Object3D in the I was concerned about the performance of If |
VRM format uses node indices to specify the bone but loaded
Scene
doesn't hold indices info. So we have to add a new function to get a humanoid's bone by name (string
orenum
?) or index.The text was updated successfully, but these errors were encountered: