Skip to content
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

Slicing 3D animation in .glb and .blend file import breaks Save to File setting #81955

Closed
MadmanEpic opened this issue Sep 20, 2023 · 0 comments · Fixed by #83036
Closed

Slicing 3D animation in .glb and .blend file import breaks Save to File setting #81955

MadmanEpic opened this issue Sep 20, 2023 · 0 comments · Fixed by #83036

Comments

@MadmanEpic
Copy link

Godot version

v4.1.1.stable.mono.official [bd6af8e]

System information

Godot v4.1.1.stable.mono - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3070 (NVIDIA; 31.0.15.3713) - 12th Gen Intel(R) Core(TM) i5-12400F (12 Threads)

Issue description

Using animation slicing when importing a .glb or .blend file seems to break the Save to File option for that animation entirely, resulting in no file being saved by any part of the animation regardless of settings. Setting the slice count to 0 works around this, but that naturally means that the Save to File option is currently unusable when slicing is necessary. Also confirmed to occur on v4.2.dev5.mono.official [e3e2528].

Steps to reproduce

  1. Add .glb or .blend file with any animation to a project.
  2. In the advanced importer, set the slice count for any animation to 1 or more.
  3. Set names, ranges, and file paths for each slice.
  4. Select "Save to File" for any part of that animation.
  5. Reimport the asset.

Minimal reproduction project

AnimationSliceNoExport 4.1.1.zip

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Projects
None yet
3 participants