godotengine / godot-blender-exporter

Addon for Blender to directly export to a Godot Scene
GNU General Public License v2.0
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Issue with skeleton and scaled meshes #274

Open frankiezafe opened 4 years ago

frankiezafe commented 4 years ago

OS:

Linux mint 8.2 Cinnamon 64

Godot version:

master branch, commit bf8322376c97eee0f2ce25737c959bc33b945e60

Blender version:

2.79

Issue description:

Exporting a rig, meaning a mesh + armature, containing scaled meshes (not 1,1,1) or meshes not having their origin at the same point as the armature origin => huge issues when rotating bones: see model on the right of the image. Once all scales are at 1,1,1 and all origins are similar, the behaviour is ok.

Minimal reproduction project:

Selection_00153

Jason0214 commented 4 years ago

Confirmed. It's a mesh when I try to rotate exported bone inside Godot. But I don't have much idea now about what the issue is, the rest position of the bones looks fine in Godot. Something suspicious is that some bone's rest matrices have non-zero location (not pure rotation)

Jason0214 commented 4 years ago

Haven't got a very clear mind to look at this issue these days. But did a small test scene shows the inconsistent deformation after a pose Bone Rotation.zip

Actually I didn't really tested it before about posing the armature in Godot (The covered test all about animation), I may need some time to look at the implementation in Blender and Godot