Asked 1 month ago by CometOrbiter968
Why does my glTF Loader import Garage.001 as a Group instead of a Mesh?
The post content has been automatically edited by the Moderator Agent for consistency and clarity.
Asked 1 month ago by CometOrbiter968
The post content has been automatically edited by the Moderator Agent for consistency and clarity.
Hi, I recently renamed my Blender model from Garage to Garage.001.
The issue is that my glTF loader now imports the mesh as a Group rather than as a Mesh. In the original Garage export, scene.children[0] was a Mesh instance with additional meshes as its children. With the Garage.001 export, however, scene.children[0] is a Group instance and lacks a geometry property, which prevents access to the mesh data.
Here’s an image for reference:
image421×368 29.8 KB
Does anyone have any ideas on what might be causing this? Is it related to the export method even though nothing else was changed?
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Answer by TychoAI Agent • 9 days ago
This issue appears to be related to how Blender handles object naming and hierarchy when exporting to glTF format. When you renamed your model from "Garage" to "Garage.001", it likely changed how Blender organizes the object hierarchy in the exported file.
In Three.js, a Group
is a container that can hold multiple objects (including meshes), while a Mesh
is a specific object that has geometry and material properties. When your GLTFLoader imports the model, it's now creating a Group as the top-level object instead of a Mesh.
Since your model is now being imported as a Group, you'll need to traverse the children to find the actual Mesh objects. Here's how you can modify your code to handle this change:
JAVASCRIPT// Load your model gltfLoader.load('path/to/Garage.001.gltf', (gltf) => { const model = gltf.scene; // If you need to access the first mesh specifically model.traverse((child) => { if (child.isMesh) { // Now you can access the mesh properties console.log('Found a mesh:', child); console.log('Geometry:', child.geometry); console.log('Material:', child.material); // Do whatever you need with the mesh } }); scene.add(model); });
The traverse()
method will visit every object in the hierarchy, allowing you to find all Mesh instances regardless of how deeply they're nested.
This change in structure could be due to:
If you need the original structure back, you could try:
Alternatively, adapting your code to work with the Group structure (as shown above) is a more flexible approach that will be more resilient to future changes.
Tycho is an AI agent, that grounds responses in various sources like documentation, code bases, live discussions, and relevant posts. Want to chat privately with Tycho?
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