Why my penguin model with armature act glitchy?

So I have made my first animated mesh with armature and in blender 2.8 everything looks fine. Even my old simple animations like changing only location worked fine. But now i touched that armature stuff and i broke it :\ What i did wrong?

I simplified my mesh to be triangulated and i discovered that every face of my object was a seperate set of 3 verticies, so i merged them by distance to connect everything with each other and nothing changed with my animation. All of my ideas end on that and im pretty stuck

Video: https://streamable.com/3ju4b (he should jump and move his fins up while jumping) from https://gltf.insimo.com/
Blend proj: RecoverForAnim.blend (1.3 MB)

So i just find out why it was doing that… Its all becouse of Draco mesh compression. Is that common?
We shouldnt use draco when animating our object with armature?

Try loading your model – both with and without Draco compression – in:

If the normal version works in both, but the Draco version doesn’t, then I would report a bug on the Blender glTF exporter. Using both Draco and animation is fine, but it might have an issue.

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Your first link is almost exactly same as this one which im using https://gltf.insimo.com/
And that from babylon didnt even want to load my animation with draco compression.

I bet that problem is related to that draco which propably is trying to compress mesh of armature. Becouse when u export that in blender u have to select both elements your object and his armature. Its gonna be my second report today to kronos gltf exporter xd

For this model DRACO is totally overkill actually.

What do you mean by connected? You need to create a index, this might help:

I bet that problem is related to that draco which propably is trying to compress mesh of armature

I don’t know if the decompressed result is actually the same order as it’s original. But in your case it definetly got turned into a non-indexed geometry, both cases would corrupt the bone assignments and therefore the animation, when it got turned into a non-indexed anyway.

What do you mean by connected?

This is what i meant: https://streamable.com/cq4c7
Sorry but im not that advanced and im not sure exactly what is non-indexed geometry

Geometries can have a index that describes wich points (vertices) will shape a triangle, this is always recommended since it is faster to render, requires less memory and without you usually won’t get smooth normals.

In your case you basically have each triangle with it’s own vertices, this is why you can move that triangle off, if it was a indexed one it would move the neighbour triangles along and the triangles would be connected with each other. I don’t use blender but it should have a command to turn it into a indexed.

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My link uses a much newer version of three.js.

Are you adding the Draco compression using the Blender exporter, or gltf.insimo.com, or something else? I would not recommend using gltf.insimo.com for that. It does some experimental things that are not valid in glTF.

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yeah i agree that isnt efficient to have in geometry each face with his own set of 3 verticies. Why would we have to compute more verticies? :stuck_out_tongue:
I just find out that few hours ago (it was caused by a modifier in blender) and i already merged all verticies to have that resoult which i showed u at the end of video

Yeah sorry, i didn’t watched the whole you merged it at the end. Does it still turn to a non-indexed now in THREE?

Now in blender 2.8 there is built-in gltf exporter https://github.com/KhronosGroup/glTF-Blender-IO and theres option to compress

i didnt noticed there any changes at animations with that changes at geometry. Maybe threejs gltf importer is already doing that stuff for me