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Spec very ambiguous about multiple animation support. #1052

@reduz

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@reduz

I'm very disappointed, I implemented 100% of the spec in Godot. Spent 4 days on it. At the time I'm done with it, I realize that, unlike what it proposes through the whole spec, glTF does not support multiple animations.

Guys, It's 2017 and all DCCs and game engines support multiple animation clips, so it should be perfectly possible to export all character animations in a single file without relying on cheap tricks like segmenting a timeline or having to export one animation per file (with the whole scene cloned on it). Collada and FBX support this perfectly.

In the spec, the term animations, plural, is used through the whole thing. It totally makes sense, any animation works on a number of channels. By reading the spec it becomes obvious that multiple animations can be stored in the format.

Yet, when I go try the demos.. every demo I find uses an animation for a different node. For example on this demo:

https://github.com/KhronosGroup/glTF-Sample-Models/tree/master/2.0/BoxAnimated

To get the animation to look like in the gif, you have to play all animations together.
In this other demo:

https://github.com/KhronosGroup/glTF-Sample-Models/tree/master/2.0/CesiumMan

Each bone has an animation of it's own. you must play all animations together in order to see the guy walking.

So, please change the spec to make it very clear to implementers that, in 2017, a new format does not support multiple animations for real, or that there is a strict requirement for them to be played at the same time for everything to look properly. Please also urgently add an official extension to support REAL multiple animations, so this format can be used for 21st century workflows.

I suggest: KHR_actual_multiple_animations or similar.

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