stride3d / stride

Stride Game Engine (formerly Xenko)
https://stride3d.net
MIT License
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FBX Bone Start is root for bone links #2313

Closed IXLLEGACYIXL closed 3 months ago

IXLLEGACYIXL commented 3 months ago

Release Type: Official Release/GitHub (please choose appropriate option)

4.2

Describe the bug

Standard ( blender atleast ) of armatures is that the peak is the end and gets rotated and such Assume we have one bone hand, rotating the hand results in blender animation that the peak is moved, in stride the bone link will link to the fat end but the weapon attached to that bone link is in an offset to that bone grafik

To Reproduce Steps to reproduce the behavior:

  1. make a blender bone attached to a cube and move the tip in an animation
  2. attach in stride a bone link
  3. bone link is moving in an offset of the animation

Expected behavior

The bone link should either attach to the peak, or give an option to attach either to the peak or the fat end of the bone

IXLLEGACYIXL commented 3 months ago

the work around seems to be to add an extra bone and targeting that one

ArieLeo commented 3 months ago

i'm curious, is this kind of setup worked in previous version? because afaik the concept of Bone Head=Root and Bone Tail=Tip from blender are doesn't exist in game engine. Blender just built different

IXLLEGACYIXL commented 3 months ago

adding extra bones to the nodes you want to reach with the bone link bypasses the problem so i guess its fine