I have a SkinnedMesh
loaded from a .dae
that won’t render if the .skinning = true;
property is set on the material. Everything else works fine when I set .skinning = false;
I also found that when I add the loaded THREE.MeshPhongMaterial()
to a new THREE.Mesh()
that’s placed closer to the camera than the loaded THREE.SkinnedMesh
, that the loaded model will render just fine. Though if the THREE.Mesh()
is placed farther from the camera, neither will render. I’ve also tried setting/calling skinnedMesh.frustumCulled = false;
, skinnedMesh.updateMatrixWorld();
, and skinnedMesh.skeleton.calculateInverses();
with no luck.
I can’t post the model currently because it’s proprietary. I’m wondering if someone can point me in the right direction for debugging this…