Open frankiezafe opened 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)
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
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: