Export the file as FBX from your preferred software.
Load the FBX file in blender (needs to be binary format 2015 or earlier)
Export as GLTF2 ( I used .glb binary format)
import in three.js and the results for this simple example look like this, and the animations play correctly (with a bit of tweaking of exporter settings)
Great, glad the gltf route worked for you! Unfortunately for me, exporting my model from 3DS Max to blender seems to be impossible, so I’m still looking into fixing the FBXLoader. I’ve opened another thread here which I think might be related to your latest issues
By the way, what method did you use to export from 3ds max to blender?
@looeee, I just create model in 3DS MAX and exported as fbx file, then import the fbx model into blender, then exported it as glTF format using the plugin from link you sent.
Hello @looeee,
Could you use my modified FBXLoader for testing with your model?
My solutions are:
- Geometric translation, geometric rotation, and geometric scaling relate to the object-offset concept in 3ds Max. These geometric transformations are applied to the node attribute after the node transformations. 3DMax document link
- Set material.vertexColors on / off match to geometry.attributes
Regards & hope to get your feedback soon.
LCD
@Cong_Dan_Luong have you tried with the latest version of the FBXLoader? There have been a lot of updates in the past year, and transforms should be pretty close to the official FBX spec now.
Perhaps you could compare your version to the latest version, and if it offers any improvement, create a pull request on GitHub?
Hello @looeee,
I used your latest version, but it seems there’re some issues of model (sadly, my modified version has issues too.)
My github with test model here. Can you check the html file for testing?
I attached the screen shot to compare with Unity.
I appreciate if you can fix the issues for 3js community.