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SkeletonHelper is always in front. about three.js HOT 5 CLOSED

ycw avatar ycw commented on June 6, 2024
SkeletonHelper is always in front.

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Mugen87 avatar Mugen87 commented on June 6, 2024 1

Actually the result is as expected.

  • The selection box should always be visible so it's easier to estimate the bounds of selected object. Depth testing is disabled for the selection helper on purpose in Viewport.js.
  • The SkeletonHelper disables depth testing by default because the visualized skeleton is normally inside character models. If you would enable depth testing, you would simply never see the helper.

As you can see, it does not make sense to handle visibility in context of helpers uniformly. For some helpers like PointLightHelper or DirectionalLightHelper which visualize objects with no volume in 3D space, using depth testing is correct. For others it is not.

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Mugen87 avatar Mugen87 commented on June 6, 2024 1

This is not an editor specific issue. It happens in normal scenes as well: https://jsfiddle.net/9fowp5L2/

This is a side effect of how skeleton helper is implemented.

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Mugen87 avatar Mugen87 commented on June 6, 2024 1

@ycw If you can't suggest a different approach for rendering the helper, I would suggest to close this issue and mark it as Won't fix.

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ycw avatar ycw commented on June 6, 2024 1

This is a side effect of how skeleton helper is implemented.

Ahh, I forgot to link #28421 to this issue 🙏🏻 ... that PR doesn't change the SkeletonHelper implement ... and it solved the root problem: "this is problematic when there're multiple armatures on scene", so this issue can be closed, sorry for that 🙏🏻

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ycw avatar ycw commented on June 6, 2024

you would simply never see the helper.

To clarify, I expect that the armature should be shown infront of the humanoid, but should not be always infront of anything, because there is no options toggle helper per object, so this is problematic when there're multiple armatures on scene:

issues.when.multiple.armatures.mp4

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