I have a humanoid rig which I pose using the transform rotation tool on each joint. This updates the bone rotations just fine, but now that I’m trying to export the rig using the Collada exporter I realise the rotations aren’t set in the rig itself as it exports the models in the default t-pose.
I notice if I call .pose() on the skinnedMesh of the object it also returns it to the t-pose.
Correct my terminology if I’m wrong, but what would be the correct way to “bake” the rotations into the object before export?
Unfortunately, ColladaExporter does not support SkinnedMesh. Hence, you would have to apply the same vertex displacement that is normally performed on the vertex shader in JavaScript. There is a related discussion at GitHub in the context of STLExporter describing the exact same issue: