Closed orestiskon closed 5 years ago
3D assets pipeline in Godot are extremely unfriendly !!!
I stuck in same problem for a while doing so many attempt, finally I found a way to import animated bones.
1.modeling, animating in C4D 2.export as fbx (use 2011 version format, choice on export dialog window), use bake frames option 3.import the fbx file to blender and play test animation to see if it is ok 4.export as dae use offical better collada plugin 5.import the dae to Godot
Backtrace:
[1] /lib/x86_64-linux-gnu/libc.so.6(+0x43f60) [0x7f9e9a19df60] (??:0)
[2] CowData<EditorSceneImporterGLTF::GLTFNode*>::get(int) const (/home/rafal/Pulpit/godot/./core/cowdata.h:151 (discriminator 7))
[3] Vector<EditorSceneImporterGLTF::GLTFNode*>::operator[](int) const (/home/rafal/Pulpit/godot/./core/vector.h:85)
[4] EditorSceneImporterGLTF::_generate_bone(EditorSceneImporterGLTF::GLTFState&, int, Vector<Skeleton*>&, Node*) (/home/rafal/Pulpit/godot/editor/import/editor_scene_importer_gltf.cpp:1811 (discriminator 2))
[5] EditorSceneImporterGLTF::_generate_scene(EditorSceneImporterGLTF::GLTFState&, int) (/home/rafal/Pulpit/godot/editor/import/editor_scene_importer_gltf.cpp:2150)
[6] EditorSceneImporterGLTF::import_scene(String const&, unsigned int, int, List<String, DefaultAllocator>*, Error*) (/home/rafal/Pulpit/godot/editor/import/editor_scene_importer_gltf.cpp:2266)
[7] ResourceImporterScene::import(String const&, String const&, Map<StringName, Variant, Comparator<StringName>, DefaultAllocator> const&, List<String, DefaultAllocator>*, List<String, DefaultAllocator>*, Variant*) (/home/rafal/Pulpit/godot/editor/import/resource_importer_scene.cpp:1288)
[8] EditorFileSystem::_reimport_file(String const&) (/home/rafal/Pulpit/godot/editor/editor_file_system.cpp:1783)
[9] EditorFileSystem::reimport_files(Vector<String> const&) (/home/rafal/Pulpit/godot/editor/editor_file_system.cpp:1979 (discriminator 3))
[10] EditorFileSystem::_update_scan_actions() (/home/rafal/Pulpit/godot/editor/editor_file_system.cpp:593)
[11] EditorFileSystem::_notification(int) (/home/rafal/Pulpit/godot/editor/editor_file_system.cpp:1166)
[12] EditorFileSystem::_notificationv(int, bool) (/home/rafal/Pulpit/godot/editor/editor_file_system.h:108 (discriminator 14))
[13] Object::notification(int, bool) (/home/rafal/Pulpit/godot/core/object.cpp:945)
[14] SceneTree::_notify_group_pause(StringName const&, int) (/home/rafal/Pulpit/godot/scene/main/scene_tree.cpp:973)
[15] SceneTree::idle(float) (/home/rafal/Pulpit/godot/scene/main/scene_tree.cpp:519 (discriminator 3))
[16] Main::iteration() (/home/rafal/Pulpit/godot/main/main.cpp:1934)
[17] OS_X11::run() (/home/rafal/Pulpit/godot/platform/x11/os_x11.cpp:3177)
[18] godot(main+0x128) [0x13a35ca] (/home/rafal/Pulpit/godot/platform/x11/godot_x11.cpp:57)
[19] /lib/x86_64-linux-gnu/libc.so.6(__libc_start_main+0xeb) [0x7f9e9a180b6b] (??:0)
[20] godot(_start+0x2a) [0x13a33ea] (??:?)
This has been fixed earlier today by #32213
The linked test project imports correctly now:
Godot version: 3.1.1
OS/device including version: Windows 10 Pro, Version 1803 CPU: Ryzen 7 1700X GPU: Vega 64
Issue description: I exported this file from Cinema 4D using the official plugin: https://labs.maxon.net/?p=3360 to try importing character animation with joints in Godot.
It crashes on Import. The file loads and plays on Babylon.js sandbox
Steps to reproduce: Load the attached project file, or try the gltf file alone found in the "GLTF Model" subfolder. It crashes when trying to import it.
Minimal reproduction project: Test project for gltf.zip