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Animations not looping on inherited scenes from a 3D gltf animated mesh  #34394

@NathanLovato

Description

@NathanLovato

Bugsquad note: This issue has been confirmed several times already. No need to confirm it further.


Godot version:

Commit 3aa46a5
Latest master from december 16, 2019

OS/device including version:

Linux Pop_OS! 19.10

Issue description:

In inherited scenes from animated 3D meshes, animations won't loop at runtime even though I set the animations to loop on the animation player. The animation does loop in the editor, the problem is only in-game.

Steps to reproduce:

  1. Import a .glb or .fbx rigged and animated mesh in Godot
  2. Create a new inherited scene from the imported mesh
  3. Select the animation player and set an animation to autoplay and loop
  4. Create a scene to see the character in the game
  5. Play the game

The animation doesn't loop. The looping setting is properly saved in the inherited scene: if you set the animated mesh scene to "Editable children" in the game scene, you'll see the looping option is still checked on the AnimationPlayer.

Note that if you clear the inheritance on the animated character, looping will then work as expected.

Minimal reproduction project:

Here is a working project with the issue above. The character is only in gltf2 but the issue is the same with fbx. I didn't include the fbx as the character's mesh normals won't import well at the moment.

animation-looping-bug.zip

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