there was no lighting but I figured it out. I had a mesh with a material but no texture. and that dark blue in the picture was the same base color of that material.
I don't know why it overrode other materials (and only on nodes not the first one selected) but that was it
Andys Hat
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secondary nodes seem to light weird. notice that when I export just one node (the sprockets here) they light fine on their own. any idea? (the turret is it's own object so is unrelated to the body) It must be related to my object as testing with the clerk model from your examples is fine. But I don't what property of my object could be influenced by the other nodes
I am getting an error and I am not sure what it means.
When I set the object source in C3 I get "error: gltf, unhandled bufferView, try exporting gltf without using sparse accessors"
The model loads fine on the tester sites. the error it gives me is "
0
UNUSED_OBJECT
This object may be unused.
2
/meshes/0/primitives/0/attributes/TEXCOORD_0
" But I Don't know what that means.
I uploaded the file I am testing if you wanted to look at it.
https://drive.google.com/file/d/1JPLh9YELbWTffP7mHefZT7v2FmyJtujR/view?usp=shari...
The proper term I was thinkning of is animation "blendtrees". My thinking is the "play animation" action could have a bone ID field. When the animation is played you can choose what bone(and that bones children) the animation is played on. You could for example apply a walk animation to the legs, and a punch animation on the torso/arms