Observed incorrect DurationInTicks when loading .GLB models.
- Dominant language
- C#
- Stars
- 218
- Forks
- 83
- PR merge metrics
- No merged PRs in 30d
Description
**Using**
Assimp.net nuget ver 5.00beta.
Os win10
Language C#
Graphics framework Monogame, utilizing a desktop GL type project.
Observed apparent incorrect DurationInTicks when loading .GLB models.
For Fbx and other files the animation times seem to be correct.
_Celesium Man_

_don't mind the textures the shaders aren't in there yet still have to figure all that out._
The .GLBs seem to import some where about 10x to slow like a extra 0 is stuck on animation duration. I didn’t test this for regular gltfs and im just getting my viewer up and running.
Since its just the two values and the fbx timings are still ok.
It seemed that this shouldn't be related to my own code so i posted this as a issue.
Here is a little output of the two values.
Anim #[0] Name:
DurationInTicks: 2000
TicksPerSecond: 24.5
DurationInTicks / TicksPerSecond: 2000 / 24.5 sec. total duration in seconds: 81.6326530612245
I have one animation that is about 90 seconds long and it ends coming out to be 900 seconds long.
Not to big of a deal i speed it up by about 10 or so it looks about right but it appears to be a bug
.
Contributor guide
No contributing guide indexed for this repository
Research direction
No source files or tests are named in the issue. Reproduce the reported animation timing with the Celesium Man GLB, compare its DurationInTicks and TicksPerSecond with the stated animation length and an FBX import, then identify where GLB animation timing is imported; done means the GLB duration matches the source animation without a caller-side speed correction.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- csharp
- Domain
- computer-graphics
- Issue type
- Bug
- Difficulty
- 3/5
- Estimated time
- 1-2 days
- Activity status
- Stale
- Clarity
- Needs clarification
- Newbie friendliness
- 35/100