Open charlesmlamb opened 3 years ago
I don't think there's any bug here, as it's probably just that Blender doesn't show all of the bones that are getting transformed by an animation, something that Godot shows.. so the Extra stuff you are seeing is like fingers and such getting transformed when you lift an arm, if you get what I mean..
Well, I'm noob, it's just weird it doesn't look like, in Blender . . also, I haven't animated the fingers, only some bones have keyframes, and well, at least I didn't do that, in Blender . . So, it ' might ' be corrupt data, was thinking maybe Godot auto-optimized data on import, but I'd like to may-be do that manually, so I know it's WYSIWYG . .
Well, prob. something I don't understand, not sure <3 . . . .
This is a duplicate of another issue, but I can't find it right now.
Does this occur in a recent Godot 4.x version such as Godot 4.3 stable?
Please provide a minimal reproduction project, or the problem cannot be reproduced, so the issue will be closed.
Godot version: Godot 4 build, from today . .
OS/device including version: Windows 10, nVidia graphics . .
Issue description: It looks like animations are imported incorrectly . . The base animation, in Blender, had 5 steps, here . .
However, in Godot, it looks like there are keyframes, that weren't made, in Blender . . .
Not sure, if there's an error, in the importer, or so . .
Steps to reproduce:
Just imported a .glTF, and it looks like it ' scrambled ', or added to the animations . . It's not important, the animation LOOKS fine, but I like a 1-to-1 import, if possible . . Also, well, it might be a bug, can't say . . .
Minimal reproduction project: Uhh, just make a simple keyframe animation, say for characters, and move it into Godot, after importing, the keyframes don't match, what was in the 3D DCC, Blender . . Thx . . .