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Description
The code currently assumes that node names are unique which causes bugs with a gltf created by blender.
This problematic gltf has an animation channel that targets a node that is not even part of the mesh skin or otherwise part of the scene (glTF Validator: NODE_EMPTY) and thus could not even be animated. Problem is that there is a second node that has the same name and that node is part of the mesh skin.
But since only the name is the same between these two nodes but not their TRS properties resolving to the wrong node breaks the animation.
node.name
The user-defined name of this object. This is not necessarily unique, e.g., an accessor and a buffer could have the same name, or two accessors could even have the same name.
- Type: string
- Required: No
https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#nodename