the model is a bit messed up but that’s fairly common for sketchfab. the way the shader nodes are arranged isn’t going to display anything. if i turn the materials into principled bsdf i see textures. but the bones are all warped.
well no, i think it’s fixable. i could def fix the materials. but i have little understanding of bones in blender. i did learn it once but it was so complex i forgot. it’s probably just me making a mistake. i think the glbs that you get from sketchfab are auto generated (with mistakes in them).
Here’s a possible option, if you have access to the fbx version, download that, import it into blender and have a look if everything looks correct, if so proceed to export as gltf / glb maybe…
The glTF version is fine but there are two minor issues in the Sketchfab export:
It uses the KHR_materials_pbrSpecularGlossiness, which is archived/deprecated and not supported in three.js anymore.
It uses alpha blending for every material, which is simply an exporter bug.
You can fix both issues quickly by dropping the model into https://gltf.report/, accepting the prompt to convert the materials from spec/gloss to metal/rough, and then running the script below in the script tab to remove alpha blending:
for (const mat of document.getRoot().listMaterials()) {
mat.setAlphaMode('OPAQUE');
}
Then export (right-side panel) and the model will work fine in three.js.
The performance is bad but wired it happens only with this model, other models that I tried work perfectly,
I am using a raycaster to hide and show the markers and also use Three-mesh-bvh, but for this model with or without it I get the same frame rate which is very low, is there something wrong with the model, or what is happening?
you are intersecting the model, with a raycaster. i can’t say why it creates that much overhead, this isn’t normal and i doubt that this little model can cause it, but it’s where you need to look. you find the tool in chrome devtools > performance, it’s vital for debugging.