🪰 Viewer Bug Reports

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GLTF inverse bind matrix remapping (bind poses) not fully supported
## Summary GLB/GLTF uploads can produce different rigged mesh deformation than DAE uploads from the same source model when the model uses a bind pose that differs from the viewer skeleton rest pose. ## Context Bind pose support is not directly exposed by Blender itself, although other tools such as Maya support this workflow. Both Collada/DAE and GLB/GLTF can represent bind-posed models through inverse bind matrices. The Avastar Blender add-on explicitly adds bind pose support and collada support to Blender-5, so this issue can be reproduced and tested using Blender-5 with Avastar. ## Steps to Reproduce in Blender In Blender, create or open a rigged mesh that uses a bind pose different from the default viewer skeleton rest pose. typical use case: A-posed models with A-Pose as restpose. Export the same model from Blender as DAE. Export the same model from Blender as GLB/GLTF. Upload/import both files into the viewer. Compare the imported results at the vertex/deformation level. ## Actual Result The GLB/GLTF import can deform differently from the DAE import, even though both files were exported from the same source model. Visible differences can include child joint twists. ## Expected Result DAE and GLB/GLTF exports from the same bind-posed source model should import with equivalent vertex-level deformation. Mesh edges may differ depending on exporter triangulation, but the rigged vertex positions and deformation should match. ## Test Notes This was tested with Blender using Avastar bind pose support by exporting the same bind-posed model as both DAE and GLB/GLTF, then comparing the uploaded viewer results.
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Consistent "Service Unreachable" Warnings When Uploading 2K PBR Materials
Since June 10th, I have been experiencing a significant increase in "Service Unreachable" warnings while uploading 2K PBR materials exported from Adobe Substance Painter using the glTF PBR Metal Roughness workflow. The problem seemed to be concentrated between June 10th and June 12th, then improved and became limited to just a few random errors. Today, June 25th, the problem is back on my end. I have checked my internet connection, restarted my fiber router, and confirmed that my connection is stable, yet the issue continues to occur. I can log out and back in, successfully upload one material, and then immediately receive the warning when trying to upload a second one. If I bulk upload an entire material set, some materials upload successfully while others fail. Sometimes the material upload window gets stuck trying to save, and I can't close it because it appears to still be processing one of the texture maps. At that point, I have to relog. This issue seems to happen much more frequently with 2K textures. Since my UVs are optimized for that resolution, switching to 1K is not a practical workaround. Normal maps seem to be affected the most and fail more often, but on days like today I'm also getting errors when uploading base color and metallic-roughness maps. I know there have been previous posts about this issue, but I believe it continues to resurface and may still require investigation.
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Unwanted edge transparency in BOM Universal Aux channel layers
There's a visual glitch when using more than one BOM texture layer on a Universal Aux channel if there's partial transparency in the texture using Blinn-Phong textures. I've made BOM textures with partial transparency for rigged fairy wings, so that customers could layer a stripey texture on top of the main wing texture. However, it's as if there's an outline of 100% transparency around the edges of the upper stripey texture that punches a hole straight through the underlying wing texture as well. It shows up the most when in front of a bright background. I tried making the stripe texture completely black with a 100% transparent background by converting it to a vector and then converting it back into a raster image in Photoshop, and this minimizes the issue so that it's only visible if you're very zoomed in, but this means there can't be layered BOM textures with blended edges at all on the Aux channels. I had envisioned being able to make add-ons like colorful peacock 'eye' spots, faded edges, etc so people could really customize their wings' look, but this doesn't seem to be possible right now.It happens whether the files are PNG or TGA, with or without an alpha channel.Since the main wing textures have partial transparency, changing the blend mode to alpha mask would not solve the issue. Hopefully you can see the problem in the screenshots. You might at first think it's the white outline 'halo' issue but no, it's actually that the edges have an outline that are completely clear so the background shows through.
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