-
-
Notifications
You must be signed in to change notification settings - Fork 19.5k
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Animation adding/pasting results in wrong animation of AnimationTree #60038
Comments
@Dadaskis The minimal reproduction project didn't upload (likely because you clicked away from the text field while it was still uploading). Try editing your post and upload it again. |
@Calinou i've updated the reproduction project |
For those who have the same problem and want to replace animations... There is workaround for you, which can be limiting, but sadly for now we have to pick this way since it's working. You can store each animation in one model and replace animations like that. Luckily we can use LFS |
Is bone rest the same? 3.x uses rest relative values for animations. |
@TokageItLab i don't really know how to check that. How to do that? And just in case also asking a question, how to make it valid if it's not the same? |
@Dadaskis For 3.x, there is a Bone Rest Matrix field in the Skeleton inspector near the Bone Pose Matrix. Or, you can make all Bone Poses It is possible to copy and paste all Bone Rest Matrixes, but if it is tedious, make sure that the model you are importing has an animation with no animation (e.g. T-pose) imported first; The first animation imported will be different depending on the order of the list of animations in Blender. |
After some time i decided to return to this problem. Why? Blender GLTF export takes TOO MUCH time to export all animations. So keeping it as one file only is not an option. @TokageItLab thank you a lot for your help. As you all see on the image, this character has T-pose. It doesn't really matter which pose it has, you must follow these steps:
Again, @TokageItLab, thank you. All of the stuff i reported is not a bug. Still, i would like to ask for some sort of warning if rest poses are not the same, probably this can help people. Also, just a bit of offtopic stuff which is yet connected to this problem. If you work with such stuff, i highly suggest you to make Blender plugin to export character with "_init_pose" action selected automatically Closing since this is not a bug. |
Godot version
3.4.4.stable
System information
Windows 7 x64, GLES3, Nvidia Geforce GT1030
Issue description
Hi! That's the first issue i post at Github :)
I'm trying to make life of animator easier by combining walking and weapon animations from different models. We don't want to make a big animation tree which has all the weapon animations we will use. Instead we want to replace such animations. Sadly our attempt to do that went a bit wrong.
So we are sure that
What's wrong? It's easier to show that. This is what we got...
![WRONG](https://user-images.githubusercontent.com/37717199/162511324-8669b98a-e924-4b44-babf-eceaa7e7c3ee.PNG)
And this is what we want to get:
![RIGHT](https://user-images.githubusercontent.com/37717199/162511360-9206b70c-3165-4a70-aeff-d6bbb870662a.PNG)
As you see, positioning of arms is completely different. This is exact same models, but one of them has different animation which will be added to the another one.
And this issue is possible to reproduce not only using any code. You can just copy-paste it by hand and it will result like that.
This problem was reproduced at MacOS and Windows 10, by other teammates, so it's not really connected to specific build of Godot.
It was tested at v3.4.2. and there was the same problem
Steps to reproduce
There is actually one more way to do that, without code.
As result it pastes the animation wrong.
Minimal reproduction project
Animation Combine Problem.zip
The text was updated successfully, but these errors were encountered: