godotengine / collada-exporter

"Better" Collada exporter for Blender, orignally developed by the Godot Engine community
https://godotengine.org
GNU General Public License v2.0
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Better collada doesn't properly export when there's several armatures on the same mesh #84

Open ca3games opened 6 years ago

ca3games commented 6 years ago

I have a female character, the body is rigged with the blender default human rig, and the hair of her is rigged with another armature parented to the head bone.

azuka.new.zip

It works great on blender, but when I export to godot the hair doesn't become parented properly.

I already tried to test this on unity as well and the same problem appears, it seems is not just a godot issue.

gregdavisd commented 6 years ago

The Hair apature is parented to Spine.006 in Blender but in the DAE file there is no hair bones under Spine.006. Looks like this exporter doesn't support bone parenting. You'll have to merge armatures into one or use object parenting. This export from my exporter, which supports bone parenting, will import into Unity correctly but Godot rejects it. azuka.zip

1000h commented 6 years ago

Line 1002: if (armcount > 1): self.operator.report( {"WARNING"}, "Object \"{}\" refers " "to more than one armature! " "This is unsupported.".format(node.name))

gregdavisd commented 6 years ago

That warning wasn't triggered because the azuka file doesn't actually have multiple armatures per mesh. It has one armature for the body and another armature for two separate hair meshes.