Closed kjav closed 3 years ago
cc @fire
Looking
I'm not currently seeing any issues in 3.x.
Are you able to try 3.4?
@Calinou What's the preferred way to sending links to Windows, Linux, OSX top of the branch builds?
What's the preferred way to sending links to Windows, Linux, OSX top of the branch builds?
Link to the Testing pull requests documentation, as nightly.link's PR comment bot isn't usable on repositories that have multiple artifact-producing workflows.
Unfortunately yes, I'm seeing the same when running the latest 3.X branch.
I think it may be an integrated gpu bug. I'm not sure how to recreate.
Try software skinning. (blend shapes are ignored)
I'm not sure if this is correct, but I've changed the setting in "Project Settings > Rendering> Quality > Force Software Skinning" to true and it seems to have stopped the artefacts for now. Will this significantly affect performance, especially on mobile? Should I be disabling this option when I export? Thanks for the help anyway - making progress!
Will this significantly affect performance, especially on mobile? Should I be disabling this option when I export?
It will affect performance if you use complex skinned models or lots of skinned models (dozens or more in view), but if you only have a few simple models, it's probably fine.
Also, GPU-accelerated skinning is often broken on mobile, so you have no choice but to force software skinning on mobile (unless you're only targeting flagship devices where GPU-accelerated skinning can work reliably).
I didn't know that about mobile - thanks for the information, that will be really useful when we start deploying.
I didn't know that about mobile - thanks for the information, that will be really useful when we start deploying.
Also I would advise to use VisibilityEnablers when #49341 has been merged. Your performance with software skinning may be a lot lower without it, as it will be doing the CPU skinning objects even on objects that are not in view of the camera.
I'm going to close the issue. We've identified that this is a computer specific problem related to igpus.
Solutions were discussed
Godot version
3.3 and 3.3.2
System information
Windows 10, iGPU
Issue description
Hi,
I'm having serious problems exporting a file from blender to Godot. The original file, downloaded from Adobe Mixamo, works fine in Godot. However, once imported into blender and exported using gLTF (the suggested file format in the Godot documentation), the artefacts appear. They are different for each loop of the animation, and don't appear in other 3d software when viewing the file, so I am confident the issue lies somewhere within Godot.
https://user-images.githubusercontent.com/9029686/121368055-b197de80-c932-11eb-93cb-7cb352c918ee.mp4
I used 2 versions of Blender to test this: 2.91, and 2.83 LTS.
Thanks for the help.
Steps to reproduce
Minimal reproduction project
jump.zip