Closed spongeboburu closed 5 years ago
Something somewhere along the dae to godot path is very ill, illegal and uninitialised access all over the place, I've not managed to get a real handle on what's going on.
Of note in this case though: There's a node named door-colonly
. At some stage during import, the -colonly
is stripped off (using _fixstr
in resource_importer_scene) for the node, but remains in the animations. So the animations can't find the node they're looking for.
-colonly is, as the name suggests, used for creating collisions automatically when importing to Godot.
This is indeed a problem with the export/import.
I guess I should've mentioned I manually edited the track paths so the animation would work. I filed a bug in the godot exporter (https://github.com/godotengine/collada-exporter/issues/89), but I'm thinking it's probably an import rather than export issue.
For reference, the problem here is that something that was a child of a -colonly was animated. When imported, the object was removed thus the animation path became invalid ( ) . Still it should not crash, will fix this asap:
Godot version: 3.1 master
OS/device including version: Fedora 28, 64-bit
Issue description: A tree animation setup in a test project, it is valid (i.e the animation is connected to out), when clicking "active on" to activate it there is a crash.
Little bt
Steps to reproduce: I can only reproduce this bug in a specific project, I tried making new projects and basically the same thing, but some condition to induce the crash is missing. It is however consistently reproducible in the test project.
Minimal reproduction project: firstpersonshooter.zip