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
When Using Custom Bone Mapping, Retargeting Animation Glitch/Error #15
Comments
That the old bonetracks with the source bones are kept from copying the animation is a bug. The retargeting tool is adding bonetracks for all missing bones in the animation but somehow the returned subname for the bonetrack is returned empty. This is why the main node has no name. I can't see more from the video alone. Can you send me the files?
Does Godot Editor Inspector support drag&drop for this? I don't think so, so this needs to wait until I am able to create a custom user interface. |
Thanks EDIT: |
Need to do some code cleanup and, as said, will upload the fix |
I was able to also fix the hip bone position retargeting so manual correction shouldn't be necessary. Had to add a lot of trackpath comparison to account for different node structures between source and target (something that Godot by default does not care when moving AnimationPlayers or does wrong). Unfortunatly I am having issues applying all those changes to the module and something broke without an error msg which makes debugging annoying. Will update later. For now only updated the GDScript 3.x version for testing with commit 093352a |
Fixed by commit c2360db @stryker313
...but as always let me know if something else shows up that isn't working. EDIT: I added an auto-rename for trackspaths in this version and it worked for your skeleton to rename all bonetracks from mixamo_xyz to only xyz. Does currently only account for Transform tracks, not method, property or sound animationtracks. |
When using custom bone mapping, the retargeted animation either has incorrect naming, or something else is going wrong.
Video: https://youtu.be/9O3UsoxphxE
Steps to reproduce:
Enter a custom bone mapping for all bones, using two different skeletons with two different naming convenitions
Click retarget animations
The resulting animation has the names from the source skeleton, which is an issue because the new skeleton doesn't have those
bone names
Also, is there going to be a way to drag a file with a dictionary onto the retarget node so that people can use it without running the game? ( I know you can setup a dictionary in a file, then load using set_custom_bone_mapping())
The text was updated successfully, but these errors were encountered: