Closed TypeOverride closed 1 year ago
@TypeOverride have you considered using the BoneMap setting in the advanced import for the Skeleton3D node. Assigning a SkeletonProfile (such as SkeletonProfileHumanoid) inside the BoneMap will enable the retarget system: https://docs.godotengine.org/en/stable/tutorials/assets_pipeline/retargeting_3d_skeletons.html Specifically, the "Apply Node Transforms" feature is what you're looking for, and may resolve the issue you're experiencing with the backwards or rotated rig.
Also, you did not attach a valid reproducion project. It must be a .zip of a project folder (with the .godot folder removed) which shows the issue. Without this, we cannot evaluate if you have encountered a real bug / issue.
Godot version
4.1.dev2
System information
Windows 10
Issue description
Root motion is not working proper in Godot when exporting a rig from Blender.
Furthermore it seems that the imported asset looks into the wrong direction in Godot. Front view in Blender is showing the front of the character, while in Godot you see the back of the character.
(I think i know what the problem is now - the rotation of the root bone. So maybe it goes into a proposal here - to get an option in Godot for determine the axis or orientation for correcting the caluclation?)
Steps to reproduce
Create in Blender a character with a root motion rig Import it to Godot (gltf) Create a Node3D scene with a AnimationTree and setted root motion to the root bone Create a RootMotionView and set the animationPath to AnimationTree
Minimal reproduction project
https://www.youtube.com/watch?v=t_2i6Sv_On4