assimp / assimp/assimp

Bug: GLTF/GLB importer reads abnormal skin weights.

Open
#6,130 5 comments 0 reactions 0 assignees View on GitHub
Bones Bug glTF2.0 help wanted Platform Unreal
Dominant language
C++
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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**

![Image](https://github.com/user-attachments/assets/cddfb3df-c321-4195-92b0-97f0370191f8)

![Image](https://github.com/user-attachments/assets/04a71e18-41fd-4f24-aa23-17b43a6af54d)

**Platform (please complete the following information):**
- OS: Windows
- Browser Chrome
- Version 5.4.3

**Additional context**
N/A

Contributor guide

Open the contributing 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

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