How to fix clipping issue in gltf viewer?

so I have been trying to play this animation in gltf viewer for a while and clipping seems to be big issue. tried playing with the camera clipping values in blender, not working, tried the camera to move far away and near, not helping that aswell, am attaching a reference below of my problem. as you can see back part of among us is not coming,

Disable frustum culling on the models.
My guess is the problem here is that the initial bounding box of the mesh(es) without animation applied, is what is used for frustum culling. If the animation moves the body of the object away from its original boundingbox, the frustum culling may incorrectly decide its no longer visible.

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Can we fix it through blender? is there a special setting in blender? pls note this was made only made in blender, animation and modelling etc, and tried to play it on gltf viewer

Not really that I’m aware of… and it’s a common issue.

The problem is that the bounding box of the object is computed from the mesh before any animations have been applied. If the animation then moves the mesh outside its original bounding box, you see these kinds of problems.
The renderer can’t automatically compute the bounding box of an animated mesh, so it relies on the original boundingbox being large enough.

You can try to ensure that your original model has all rotation/scaling/position, applied before starting to animate it, and when animating make sure the character isn’t animating outside of its original bounds.
SO for instance… if you started the mesh out at 4x the size you were going to animate it to… that would give you 4x the character size room to move the character around, but still remaining inside its original boundingbox.

If you’re writing a threejs app to use these animations, you often would either disable frustumCulling on them, or assign your own manually defined bounding box.