I'm working on a Three.js game using Electron, and I'm running into a strange issue when importing a GLB model exported from Blender. When I load my model in Three.js, the mesh appears crushed on itself as shown on the image while its skeleton (using SkeletonHelper) seems correct and is correctly animated.enter image description here
- The model includes baked animations, and there are no constraints left in the armature.
- The hierarchy is clean and correct.
- When I load the model in the Don McCurdy glTF Viewer and the Babylon.js sandbox, everything works fine — mesh, skeleton, and animations. No warning.
- When I load the same GLB in my Three.js app without animations, the mesh displays correctly.
But when I load it with animations included, the mesh appears completely deformed, although the skeleton still loads properly and plays animations.
I checked:
- The model uses a single SkinnedMesh
- The skeleton structure seems correct
- The model passes the Khronos glTF validator — only warning is an unused TEXCOORD_0
I'm applying the animations to gltf.scene using AnimationMixer
Do you have any idea of the origin of the problem?