Closed hikari-no-yume closed 7 years ago
This COLLADA file was produced from a Blender project where I had one armature that controls multiple meshes (one for each limb).
Fusing the meshes together into one mesh in Blender and exporting that as a new COLLADA file produces a file that Godot can successfully import.
Therefore, I think the issue is actually Godot not being able to handle multiple meshes within one armature.
(I might be using the wrong terminology here, I don't know what COLLADA calls these, only what Blender does.)
Godot supports this fine, what is not supported is multiple armatures for a single mesh. I think a requirement is that meshes are children of the armature.
On Wed, Sep 7, 2016 at 2:20 PM, Andrea Faulds notifications@github.com wrote:
This COLLADA file was produced from a Blender project where I had one armature that controls multiple meshes (one for each limb).
Fusing the meshes together into one mesh in Blender and exporting that as a new COLLADA file produces a file that Godot can successfully import.
Therefore, I think the issue is actually Godot not being able to handle multiple meshes within one armature.
(I might be using the wrong terminology here, I don't know what COLLADA calls these, only what Blender does.)
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There's only a single armature in play here, and all the meshes were indeed children of it, so I'm not sure what's going on.
does this still break in 3.0?
I can't figure out how to import it in 3.0. But 3.0's importers were disabled last I checked.
just copy the dae to your project and it will import automatically
On Sat, Aug 5, 2017 at 12:45 PM, Andrea notifications@github.com wrote:
I can't figure out how to import it in 3.0. But 3.0's importers were disabled last I checked.
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Ah, yes, that immediately crashes Godot 3.
Also, for reference, all the meshes are children of the armature.
danm it, please attach a file that breaks the importer and will give it a check
On Sat, Aug 5, 2017 at 12:52 PM, Andrea notifications@github.com wrote:
Also, for reference, all the meshes are children of the armature.
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@reduz it's the one attached in the OP already.
It seems the Collada file was broken, as it seems to be exported by Blender internal exporter. Using the BetterCollada exporter will probably solve this. In any case, made it not crash
Operating system or device - Godot version: OS X El Capitan 10.11.6, Godot v2.1.stable.official
Issue description (what happened, and what was expected): Attempting to import my COLLADA file caused Godot to segfault. Attempting to open the scene it creates causes Godot to segfault.
Steps to reproduce: Import human body.dae. This didn't happen with an earlier version of the COLLADA file which lacked a skeleton. This makes sense given the error message.
Backtrace: