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AnimationPlayer 3D Transfrom Track Rotation ask for normalized tranform for rotation #738
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this issue still exists in 3.4.4 for the moment the solution is to add the property track rotation_degrees instead of a 3d transform track |
This is resolved in 4.0 thanks to the new dedicated 3D position/rotation/scale tracks, but this can't be backported to 3.x for compatibility reasons. |
So what i have to do in order to rotate a bone? They don't have the rotation_degrees property. It can't be backported to 3.x, but a change to GUI with euler angles that translate to quaternions in the backend would be nice, since 4.0 may take some time to a stable release |
in Godot 3 do it from code, that the answer |
Bones rotations are still quaternions in 4.0 beta 6, making it not possible to just adjust one axis at a time since the w component isn't calculated automatically. I'm guessing the non-normalized quaternions are also the reason for no interpolation happening between bone animations created inside the animation editor. |
"contains unnormalized quaternion key"... 4.1 version |
Same issue on Godot 4.1.1. |
Tried it in 4.1.2 and 4.2 beta 2 and it's still happening. that's actually a big problem. |
Okay I may have found a fix. apparently if you animate with the temporary euler instead on the normal rotations the error doesn't go off anymore and the animation playback works fine I looked it up and apparently a "normalized quaternion" just uses X Y Z, while the normal rotation tools use XYZ and W, which I am guessing the animation player doesn't like for some reason |
Also make sure you have at least one frame in each animation or you'll get the same error. |
Any work arounds found for 4.2+? |
To both messages above:
Source of this error - not normalized quaternion. Second reason - when you do some "animation-rotation" in code and not normalize your transforms - so fix it in your code. Also as "junk fix" that no one should use - make gdscript and load all animation keys at startup and normalize them and update back to animation. But just reexport model in Blender if this is the case. Putting normalize on every transform from Godot side - will be huge overhead. My original message was about - having useful UI to edit transform and not typing "normalized rotation" that is impossible to do in UI. |
Describe the project you are working on:
3D animated character
Describe the problem or limitation you are having in your project:
Creating new 3D Transfrom Track in Godot AnimationPlayer, setting rotation is not usable for hand-editing, when it presented in GUI.
Rotation ask for normalized Quat, it make impossible to edit it in GUI.
if set not normalized Quat (as for example, someone may expect it rotation by Rad-s) result it error
from docs class-animation
int transform_track_insert_key ( int track_idx, float time, Vector3 location, Quat rotation, Vector3 scale )
Describe the feature / enhancement and how it helps to overcome the problem or limitation:
I ask to make in animation 3D Transfrom Track-editing GUI Rotation by angles or rad, to make it useful for hand-editing.
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