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Mesh animation distortion when importing Collada (from blender export) #1316
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Thanks! I will give it a test asap,sorry I couldn't check before as I was on vacation. |
No worries. It's easy to work around. Thanks! |
I just checked and the above linked blend is still available, if someone could give it a try and see if it's reproducible in the current master branch. |
I was able to reproduce it just a few months ago. I should be able to get On Tue, Jan 5, 2016 at 2:31 AM, Rémi Verschelde [email protected]
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Here's a simple example project that shows the issue. https://github.com/Razzlegames/MeshTestGodot You only need to export the model to Animated collada using the "Better collada" Godot exporter plugin. The model needs to be not in a rest post when exporting and the issue will show itself. If you reset back to rest post and export it will not happen. BTW, after Godot notifies you that the model changes and you select to reimport the model, you will have to close the 3D scene and repopen it, to see the issue. This was tested on a "pretty up to date" master with last pulled commit:
Here are my exporter settings: |
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. 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. |
As there was no answer to the above request, we're closing this issue as inactive. |
This issue is actually an exporter issue with the better collada exporter. It can be fixed by adding the following 2 lines:
after this:
in exporte_dae.py Better collada issue here: godotengine/collada-exporter#99 |
Issue
After importing an animated mesh, and accessing the animation player, the mesh is fine for the first frame on any animation strip. When moving to another frame (or playing) then moving back to the first frame, the mesh is suddenly distorted and cannot be restored until the scene is reloaded.
Steps to reproduce:
This is after first importing the mesh.
After moving away from frame 0 in the animation player (by playing etc). Moving back to frame zero retains distortion, as seen here:
If you reopen the scene it will look normal again, until you animate. The same behavior is seen if you animate in code, by referencing any animation name (even if they just contain the rest pose).
Workaround
The issue appears to be when exporting if you leave the armature in a transformed state (not in the rest identity transform, pose). As seen here:
The solution is to clear all rotations, scale and translations in pose mode before exporting. Additionally I made a "default" animation strip as the first animation and have 1 frame with just the rest pose.
Shown here:
The project is here:
https://drive.google.com/file/d/0By6FH_3O43IRWnBtWWhUYXhuQVU/view?usp=sharing
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