Consider allowing edits to glTF skin definitions #3075
Comments
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I've never tried it. but can you getChildren() and look for your node. and then SetParent() to attach things to it? |
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The Bones are not the child nodes of Renderable. So it is not possible. In Sceneform the renderable could be set on a SkeletonNode which provide with the bone information as well and using setAttachment we could connect a different renderable to that bone position. |
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In the gltfio library, the mapping from joint nodes to renderables is only used in Animator::updateBoneMatrices(), and yes this mapping is immutable right now, and not exposed to Java clients. (C++ clients can peek at the raw cgltf structs.) Note that the use of To summarize, this sounds like this is a feature request that would allow SkinVector to be readable and modifiable, both for |
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@verma-akash are you still blocked by this? Did my summary make sense? |
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@prideout As you mentioned this is a feature request, i'll wait for the update. Thanks |


Hi,
Sorry for asking sceneform related bug here but since the repo is archived didn't have other options.
This is related to the sceneform related bug google-ar/sceneform-android-sdk#1039
My question is there a way to directly use filament to find the bones position that are exported in the model and attach a another Model at that position.
Using FilamentAsset from sceneform i was able to check the entity names which included the Bones present in the model, but is there a way to attach nodes to this bone.
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