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Fade Annotations not being occluded while parented to blender armature rig

Home Forums Bug Reports and Feature Requests Fade Annotations not being occluded while parented to blender armature rig

Viewing 3 posts - 1 through 3 (of 3 total)
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  • #84143
    samuraijkm
    Customer

    Hey everyone,

    I have a weird issue where my application has annotations that are styled to fade when being occluded by the model mesh and it wasn’t working correctly.

    I was trying to debug it thinking it was a material or object property that was keeping it from working but come to find out if I unparent the mesh objects from the rig it works fine. Is there some verge setting that could affect this or is this a bug ?

    #84152

    Hi,
    This is not a bug but a limitation of how the skinning is processed in Verge3D. Since the bones affect geometry on GPU, it’s not possible to calculate raycasting (hence the annotation occlusion) on CPU properly.
    One of the possible workarounds would be parenting some primitive, fully-transparent geometry to the root bone (or multiple bones) which then occlude the annotations properly.

    Soft8Soft Tech Chief
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    #84153
    samuraijkm
    Customer

    Ok, in this case, I am able to unparent from the rig for the final project so it won’t matter too much. Good to know there is a hack to get around this limitation.

    Thanks for replying!

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