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"Instance" plus "meshopt" seems to accidentally delete instanced meshes when used with NodeJS and ThreeJS #1584
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Tested with gltf.report again running all optimize commands and then exporting with Meshopt and it produces the same error. |
I can't get it to happen with an asset exported out of Blender that has instanced meshes, so I think it may just be a bug with Unreal's GLTF Exporter. |
@kitaedesigns thanks! Fix in progress: Possible workarounds in the meantime would be either of:
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Thanks @donmccurdy ! |
Hey @donmccurdy if you need another file for testing, I have this one for you, made with Blender Geometry Nodes using mesh_gpu_instancing. |
"Instance" command seems to delete meshes sometimes where post optimization the instanced assets will disappear from the model. The file in question works with gltf.report but not with gltf-transform being used in three.js via WebIO. It's strange because other assets coming from Blender seem to be fine and utilize mesh_gpu_instancing correctly. This particular asset was generated with Unreal, perhaps something in their node hierarchy is messing things up. I've provided a link to the asset below. Removing Instance() from my code has the asset appear correctly.
ASSET
https://www.dropbox.com/scl/fi/fxv1ipfo9ujwgqjim3odf/TrackerlessStudio.glb?rlkey=2uerxpwfzxw8equyqorauxi1d&st=fih69joj&dl=0
CODE
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