Open yythlj opened 4 months ago
and because the old bug feature.different scene use the branch animationtree scene.the node on the animationtree will effect both.so I must set every node on the animation tree and the animation tree branch scene checked on the local to scene.that do a stupid work.every tscn contain the animation tree branch scene will has many node val on itself.
Could you provide a minimal reproduction project that triggers the issue right away? This would make debugging and fixing the issue much easier than having to try to manually reproduce what you describe.
Tested versions
4.3.dev.custom build master today
System information
window10 gd4.3.dev.custom build
Issue description
scene\animation\animation_mixer.cpp:663 - AnimationMixer: 'anim/unarmed-swim-idle', couldn't resolve track: '%GeneralSkeleton:RightUpperLeg'. This warning can be disabled in Project Settings. (User)
To make this node reusable by multiple different model scenes, I made it a separate scene and set an empty skeleton and animationplayer with %naming, the animationplayer loads external animation lib so it can be used for animation tree node editing
However, this would trigger an error and it takes a long time to load every time.
Steps to reproduce
create A scene import the glb with animation player,and create a animationtree for it.then save the animation tree as a branch scene.
Minimal reproduction project (MRP)
1.open player/roles/male_warrior/MaleWarrior.tscn remove animationtree node reinstance a RoleAnimationTree scene on it .and see the error
2.open assets/models/male_warrior/male_warrior.glb select load pose to use external animlib and select assets/anim.res, see another error(can not pick bindbones animlib.Even man.glb and male_warrior.glb its the same bone map)