Bug: GLTF/GLB importer reads abnormal skin weights.
- Dominant language
- C++
- Stars
- 13.2k
- Forks
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- Avg merge
- 2d 8h
- Merged PRs (30d)
- 21
Description
**Describe the bug**
For certain GLB/GLTF files exported from Unreal Engine, O3DE (uses assimp 5.4.3) renderes incorrect skin mesh. Running `assimp dump` shows that some of the skin weights are abnormally large. However, the asset is correctly imported by Godot or Unreal.
**To Reproduce**
Steps to reproduce the behavior:
1. Go to Unreal Engine
2. Export a character model file (e.g. Paragon Shinbi)
3. Import it on O3DE or `assimp dump`
**Expected behavior**
The skinned mesh is expected to be rendered without holes.
**Screenshots**


**Platform (please complete the following information):**
- OS: Windows
- Browser Chrome
- Version 5.4.3
**Additional context**
N/A
Contributor guide
Research direction
Start by reproducing the issue with a GLB/GLTF character exported from Unreal Engine, such as Paragon Shinbi, and compare O3DE rendering with `assimp dump`. Trace the GLTF/GLB importer and skin-weight handling in the assimp 5.4.3 codebase; done means the abnormal weights are handled and the skinned mesh renders without holes.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- cpp
- Domain
- computer-graphics, tooling
- Issue type
- Bug
- Difficulty
- 4/5
- Estimated time
- 3-5 days
- Activity status
- Stale
- Clarity
- Mostly clear
- Newbie friendliness
- 42/100