Open jitspoe opened 5 months ago
Ok, I've figured out the issue. It seems godot exports with "limit playback to range" enabled (or something like that), so if you're currently working on a short looping animation, and have the frame range set to something shorter than your longer animations, the longer animations get cut short.
To work around the issue, se the frame range to the longest animation you have:
Edit: Alternatively, you can disable "Limit Playback" in the import settings:
Took me a while to find this and figure out it was related to the animation length. I feel like this should be disabled by default and renamed to "Limit playback length" so it's more obvious what it does.
Ok, so I've discovered an issue with disabling Limit Playback. This might be a bit of a rare case, but to get perfect cycling animations for things like run or swim cycles, I put the cycles modifier on my animation curves and mirror duplicate the alternate step and offset it to the frames before 0 so the cycle is perfectly seamless.
If I have limit playback disabled when importing this, it actually starts the animation on the negative frames rather than at 0. These frames cannot be played within blender, so the result is different from the blender animation and usually results in a pop.
So here are the 2 scenarios where things break: 1) Limit playback is enabled and sometimes longer animations get cut off if you're testing shorter cycle animations and have the end frame set shorter than some of your animations. 2) Limit playback is disabled and sometimes animations that have negative frames (for the purpose of cycling animations) get additional frames added to the animation.
Suggestion: Disable limit playback by default and (add an option, enabled by default to) ignore frames with negative values on import.
Tested versions
v4.2.2.stable.official [15073afe3]
System information
Windows 10, Vulkan forward +, Nvidia 3070
Issue description
One of the looping animations in my .blend file is cut short, so it only plays about 1/4 of the animation both in game and in the blender import preview window. Exporting to glb or gltf functions normally and includes the full animation. Seems the gltf file in the .import, though is cut short.
Steps to reproduce
Not sure what specifically triggers it, but see example below:
Minimal reproduction project (MRP)
test_anim_cut_short.zip