Open RickyYCheng opened 2 months ago
I modified the mr-project and reuploaded it since I referenced a blog, which told me to set the fps of godot and blender to a same value. But it does not work.
I just find it out and update the content.
The correct way is to turn off the Optimizer
of AnimationTree
.
For Godot 4.3, I dont think this internal frames should be "optimized" in Constant
/Nearest
mode.
And for Godot 4.2.2, the engine just ignored the Constant
interpolation mode and just use Linear
.
Tested versions
Godot v4.2.2.stable.mono - Windows 10.0.22631 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3050 Laptop GPU (NVIDIA; 31.0.15.2698) - AMD Ryzen 7 5800U with Radeon Graphics (16 Threads) Godot v4.3.beta3.mono - Windows 10.0.22631 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3050 Laptop GPU (NVIDIA; 31.0.15.2698) - AMD Ryzen 7 5800U with Radeon Graphics (16 Threads)
System information
Windows 10.0.22631 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3050 Laptop GPU (NVIDIA; 31.0.15.2698) - AMD Ryzen 7 5800U with Radeon Graphics (16 Threads)
Issue description
The animation imported in godot is not correct. I created a simple animation using cube in blender[v3.6 lts] and make interpolation of each frame be
Constant
. Then convert to .glb format. Import both .blend and .glb file into godot.After having some test, i found that if the optimizer is turned off while importing, the
Constant
anim would be ok (tested in 4.3).Steps to reproduce
See mrp.
Minimal reproduction project (MRP)
anim_test.zip