Joe Pea
Joe Pea
An alternative to this might be to be able to observe the *composed tree*, because in some cases we might want to know the nodes that will participate in the...
Over in - https://github.com/webqit/realdom/issues/3 @ox-harris implements `options.subtree = 'cross-roots'` in the `realdom` lib for synchronously observing added/removed elements across shadow root boundaries, and gets us a little closer to synchronous...
> * Perhaps add a `movedCallback`, that has a default to call `disconnectedCallback` and `connectedCallback`? Defaulting to calling `disconnectedCallback` and `connectedCallback` would provide no benefit though. We can just use...
When converting to GLTF using Blender fbx2gltf, the result is correct in Threejs. Maybe Blender knows something about FBX models that Threejs does not handle yet.
The tool https://github.com/facebookincubator/FBX2glTF emits a warning ``` Warning: node /RootNode/SKM_Manny uses unsupported transform inheritance type 'eInheritRrSs'. (Further warnings of this type squelched.) ``` May that have anything to do with...
My workaround for now (while keeping FBX) is: ```js if (directionFromAnkleToHeadIsMostParallelToZAxis(model)) model.rotation.x -= Math.PI / 2 ``` where `directionFromAnkleToHeadIsMostParallelToZAxis` - calculates a vector between an ankle bone and head (could...
> Which tool did you use to convert? Did it display correctly after using FBX2glTF, or only after using Blender? Correct, > Maybe Blender knows something about FBX models that...
This default behavior is very reasonable. It can be described as a general concept for Object3D.clone, that applies to _any object_ that may reference _any other sort of object_ located...
As far as the implementation, I imagine doing it a little differently, encapsulating it all in Object3D, and not requiring a separate `cache` arg to the public methods, so that...
> Regarding implementation, do you have a suggestion on how to encapsulate the behavior in `Object3D`, a solution that does not involve passing a cache? My reply is a little...