Closed brainsick closed 6 years ago
Issue is very similiar to my issue. https://github.com/godotengine/godot/issues/15181
Yep, the gltf2 importer is currently in a sorry state: https://github.com/godotengine/godot/issues/14725 https://github.com/godotengine/godot/issues/14636 https://github.com/godotengine/godot/issues/15715 https://github.com/godotengine/godot/issues/15798
Importing geometry generally works fine, skeletal animation is broken at the moment. regarding scale, both Godot and GLTF use the same coordinate system and unit scale, so if scale does not look right it's a problem of the model.
I didn't figured why, but sometimes some spatial nodes get a completely wrong transformation … If you correct this manually in the editor (the last man), even the animation will be correct.
didn't figured why, but sometimes some spatial nodes get a completely wrong transformation …
I have seen this in a few scenes I got from sketchfab but, as I mentioned, I'm not sure why it might happen as Godot does no unit or axis conversion at all, given it uses the same exact as gltf
There is similarity with #15181 in that it mentions scale. The other issues appear to be different situations though.
I thought GLTF was the "approved" 3d asset pipeline, so I was surprised to find these issues and thought I should report them.
blender -> gltf -> godot / gltf-viewer
Nope, "official" is still Collada until gltf importer is more tested and stable. It will hopefully become less buggy in 3.1
On Jan 17, 2018 10:25 AM, "Martin Capitanio" notifications@github.com wrote:
blender -> gltf -> godot / gltf-viewer
[image: bildschirmfoto vom 2018-01-17 14-00-37] https://user-images.githubusercontent.com/4047289/35044487-d0d6e7c8-fb90-11e7-83d8-53caafa672df.png
[image: bildschirmfoto vom 2018-01-17 14-12-15] https://user-images.githubusercontent.com/4047289/35044500-e01b50ac-fb90-11e7-90e1-24dd1c56b1d7.png
[image: bildschirmfoto vom 2018-01-17 14-12-57] https://user-images.githubusercontent.com/4047289/35044512-ef7f184e-fb90-11e7-9716-921f2dd27c96.png
[image: bildschirmfoto vom 2018-01-17 14-23-40] https://user-images.githubusercontent.com/4047289/35044859-2af13ece-fb92-11e7-9e6a-472af926015f.png
blender-exp2.zip https://github.com/godotengine/godot/files/1639085/blender-exp2.zip
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In any case, if you guys can make simple scenes (very little amount of geometry and bones) that break, that will make my job of fixing the importer easier
On Jan 17, 2018 10:37 AM, "Juan Linietsky" reduzio@gmail.com wrote:
Nope, "official" is still Collada until gltf importer is more tested and stable. It will hopefully become less buggy in 3.1
On Jan 17, 2018 10:25 AM, "Martin Capitanio" notifications@github.com wrote:
blender -> gltf -> godot / gltf-viewer
[image: bildschirmfoto vom 2018-01-17 14-00-37] https://user-images.githubusercontent.com/4047289/35044487-d0d6e7c8-fb90-11e7-83d8-53caafa672df.png
[image: bildschirmfoto vom 2018-01-17 14-12-15] https://user-images.githubusercontent.com/4047289/35044500-e01b50ac-fb90-11e7-90e1-24dd1c56b1d7.png
[image: bildschirmfoto vom 2018-01-17 14-12-57] https://user-images.githubusercontent.com/4047289/35044512-ef7f184e-fb90-11e7-9716-921f2dd27c96.png
[image: bildschirmfoto vom 2018-01-17 14-23-40] https://user-images.githubusercontent.com/4047289/35044859-2af13ece-fb92-11e7-9e6a-472af926015f.png
blender-exp2.zip https://github.com/godotengine/godot/files/1639085/blender-exp2.zip
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Okay, I have issues noted for the Better Collada exporter too. I haven't submitted them because I wasn't sure if it was still supported.
I can do simpler. This is so simple that I no longer recognize it as the original reported issue though.
https://youtu.be/Sh7nih_8a1g BlenderGLTFGodotCube.zip
If it matters, I built a spin cube from the ground up and it worked as expected. I discarded that and tore the spin cube down from my crush cube example; meaning that I deleted the Armature/poses/bones (all data blocks that I could find) and then added the spin animation. Then an unexpected scaling issue manifests. Blender and glTF Viewer seem fine though. blend file included.
The actual size of the cube is fine, I'm not surprised that it's bigger than the others. I'm surprised that the scale is being animated. Hovering over the keyframes in Godot confirms that scale is being animated for some reason.
As a convenience, I keyframe'd LocRotScale in Blender. But scale was never initialized and doesn't change so I'm expecting a noop or at least an unchanging value.
Indeed, when I change to keyframe just Rotation in Blender, Godot behaves as expected.
Another animation quirk in Godot. This time using 03 all animations. The parent sphere does not move fluidly and the tetrahedron has scale issues in its animation.
Just an amusing observation, but Blender rotates counter to Godot and glTF Viewer. This could be an export bug or I did something goofy in the export settings.
Just an amusing observation, but Blender rotates counter to Godot and glTF Viewer. This could be an export bug or I did something goofy in the export settings.
That's an inherent problem of the Euler rotation from 0° to 0°. If you change the endpoint to 360°, it works as expected.
That's an inherent problem of the Euler rotation from 0° to 0°. If you change the second endpoint to 360°, it works as expected.
I naively used 0° to 360° in my own attempt which didn't manifest this behavior. So, today I learned! Thanks. :+1:
Another animation quirk in Godot. Using 01 morphed cube. The cube does not animate at all in Godot. This one uses something called shape keys.
Note that this does not animate in glTF Viewer either. So, this might this be an issue with the exporter.
https://github.com/googlevr/poly-toolkit-unreal/blob/master/PolyToolkit/Source/PolyToolkit/Private/Gltf2Importer.cpp Has an Apache 2 licensed gltf2 importer. Perhaps it is good to check if Google did things differently.
Ping! anyone still working on this?
I'm investigating skeleton issues. At this point I have a solid clue to follow.
Fixes from 5b70ad9d34d2777e3abd0a13118442eb132aff70
First scene is the same as https://github.com/godotengine/godot/issues/15798
Second scene is Cesium man.
https://github.com/godotengine/godot/issues/15802#issuecomment-359271606
01_morphed_cube is still not supported.
Closing as fixed by 5b70ad9, if there are some cases which still don't work, please open specific issues for them.
Godot version: Godot 3.0 RC1
OS/device including version: Ubuntu 17.10 x64, AMD Radeon R9 Fury
Issue description: I'm trying to import phoenix bird into Godot.
I first import the FBX file into Blender. I fix up the textures and edit the animation to end on the last keyframe. I play the animation to test it; Blender success! .blend file included (you may need to add a lamp back in).
I delete the default lamp and camera and export it via the Khronos GLTF 2 Exporter.
- Embed buffers - Embed images - Strip delimiters - Export selected only + Export all layers - Export extras + Convert Z to Y up - Apply modifiers - Force maximum indices + Export texture coordinates + Export normals + Export tangents + Export colors + Export materials - Export cameras + Export animations + Export within playback range + Keyframes start with 0 - Force sample animations + Export skinning - Bake skinning constraints + Export morphing + Export morphing normals + Export morphing tangents - Experimental (none)
Godot imports the GLTF 2 file. I double click the fly.gltf file and Open Anyway the scene for a preview.
The scale appears to be way off. I had this same issue with the GLTF files generated by SketchFab.
Selecting the AnimationPlayer and pressing "Play selected animation from start. (Shift+D)" causes what is visible to inexplicably rotate.
No mesh is rendered. Nothing I do with the materials makes any difference until I play the animation and then I end up with this:
Steps to reproduce:
Minimal reproduction project:
PhoenixAltGLTFImport.zip