@Eric Chadwick Yes! That is correct, I have changed it now to full white. I hate to be a pain in the butt but I have unfortunately hit a roadblock related to the animation of the hands. (I know the bare in terms on animation, timeline , actions and so on) So I have two hands, each with their "separate animation" , when…
I avoided this by only animating the second hand on my model, so it is always 10:10 lol. https://github.khronos.org/glTF-Sample-Viewer-Release/?model=https://raw.GithubUserContent.com/KhronosGroup/glTF-Sample-Assets/main/./Models/ChronographWatch/glTF-Binary/ChronographWatch.glb
Ah. glTF allows you to store separate animation tracks, but you will need to use some code in your target renderer to play them all at the same time. Just recently, a former colleague recently wrote his own glTF extension to dynamically move the clock hands, according to the viewer's local time. Here's a…
lol , guess I could go that route as well, just animate the seconds hand but I'm afraid I would not resist not having the chronograph hand moving as well :s :lol:
Hello everyone, I've been struggling since yesterday with a problem related to normal maps, and visual artifacts. To keep things short: I applied some normal maps to my geometry, funky stuff started happening, visual artifacts, visible banding of the geometry, visible seams of the normal textures. Tried different…