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Godot Engine – Multi-platform 2D and 3D game engine
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FBX import issue with IK Bone animation. Character "floats". #98579

Open ErwinBr opened 2 weeks ago

ErwinBr commented 2 weeks ago

Tested versions

Reproducible in 4.3.Stable

System information

Windows 11, Godot 4.3 stable, Blender 4.2.2

Issue description

I have a walking animation made in Blender in which the body bumps up and down on the "up" axis of the Pelvis bone. Due to IK constraints the feet are always on the ground.

When I import this animation in Godot, it initially looks good in the Import window, but when I actually inherit the scene, this movement is not there anymore, and it looks as if the legs "float in the air", as if there is no more ground under the feet. The feet "break through the floor", as it were.

I hope the image below illustrates the issue better.

I have added a Godot repro project, and (just in case) also the Blender blend file.

anim_compa_ss

Steps to reproduce

Create a walk animation in Blender, using a skeleton with IK applied. Keyframe a walk animation in which you move the body up and down on a hip/pelvis bone. Import the animation in Godot and conform it works in the Advanced Import Settings window. Inherit the imported file as a new scene, play the animation and confirm that the legs break through the floor and the "bump" is gone.

Minimal reproduction project (MRP)

repro_anim_import_issue.zip soldier_lopoly_v1.zip

ErwinBr commented 2 weeks ago

Addendum: This issue occurs when exporting using FBX. See export settings below:

image

I just tested GLTF and it seems fine.

fire commented 2 weeks ago

Do you want to help file an upstream blender bug?