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Importer creates animation tracks even for non-animated vertex groups #6595

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ghost opened this issue Sep 24, 2016 · 4 comments
Closed

Importer creates animation tracks even for non-animated vertex groups #6595

ghost opened this issue Sep 24, 2016 · 4 comments

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@ghost
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ghost commented Sep 24, 2016

Operating system or device - Godot version:
Debian GNU/Linux

Issue description (what happened, and what was expected):
I have a model created in Blender with Actions. Some actions don't involve certain bones (clothing); this is on purpose, they will be modified via GDScript dynamically in the game based on kinematics.

However, Godot importer creates a track in all animations for such bones nevertheless (with two keys: one at the beginning and one at the end of the animation, both in the default position of the bone). This interferes with the in-game kinematic based control.

A possible workaround is to remove all such tracks manually by hand or using an import script.

To be clear, the bones I'm referring to are supposed deform the mesh (mainly for clothing and hair).

I expect Godot to import the track/keyframe structure as-is from Blender, and not insert additional tracks and keyframes on its own.

Steps to reproduce:
Create a model in Blender and create an action, but don't create tracks for all bones. Export using Better Collada and use Godot's scene importer.

Link to minimal example project (optional but very welcome):

@reduz
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reduz commented Sep 24, 2016

Yes this is kinda impossible to know from Godot, specially if the bone is
posed

On Sep 23, 2016 9:09 PM, "Ferenc Arn" notifications@github.com wrote:

Operating system or device - Godot version:
Debian GNU/Linux

Issue description (what happened, and what was expected):
I have a model created in Blender with Actions. Some actions don't involve
certain bones (clothing); this is on purpose, they will be modified via
GDScript dynamically in the game based on kinematics.

However, Godot importer creates a track in all animations for such bones
nevertheless (with two keys: one at the beginning and one at the end of the
animation, both in the default position of the bone). This interferes with
the in-game kinematic based control.

A possible workaround is to remove all such tracks manually by hand or
using an import script.

Steps to reproduce:
Create a model in Blender and create an action, but don't create tracks
for all bones. Export using Better Collada and use Godot's scene importer.

Link to minimal example project (optional but very welcome):


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@ghost
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ghost commented Sep 24, 2016

In my case, those additional bones aren't posed (otherwise it should show up in the dope sheet I guess); I just checked the keys in the additional tracks and they all contain:

loc: (0,0,0)
rotate: (0,0,0,1)
scale: (1,1,1)
easing: 1

So just to confirm whether I'm understanding what're saying correctly, are you saying that the Better Collada Export is exporting this additional information (that wasn't there in the first place), and Godot can't tell whether these values are actual or made-up data after the fact by just looking at the dae file?

@ghost
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ghost commented Apr 6, 2018

First of all thank you for your report and sorry for the delay.

We released Godot 3.0 in January 2018 after 18 months of work, fixing many old issues either directly, or by obsoleting/replacing the features they were referring to.

We still have hundreds of issues whose relevance/reproducibility needs to be checked against the current stable version, and that's where you can help us.
Could you check if the issue that you described initially is still relevant/reproducible in Godot 3.0 or any newer version, and comment about it here?

For bug reports, please also make sure that the issue contains detailed steps to reproduce the bug and, if possible, a zipped project that can be used to reproduce it right away. This greatly speeds up debugging and bugfixing tasks for our contributors.

Our Bugsquad will review this issue more in-depth in 15 days, and potentially close it if its relevance could not be confirmed.

Thanks in advance.

Note: This message is being copy-pasted to many "stale" issues (90+ days without activity). It might happen that it is not meaningful for this specific issue or appears oblivious of the issue's context, if so please comment to notify the Bugsquad about it.

@organicpencil
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I think this can be closed. It's an exporter thing. See godotengine/collada-exporter#37

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