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Import GLTF curves physical skeleton not exact place #39757
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test model took from youtube tutorial https://www.youtube.com/watch?v=mdyRO8_q7lI |
This is an issue with the mesh it self The mesh transformations were not applied before exporting 👌 However, it's true that GLTF importer in godot has an issue with identifying bones orientation when creating physical bones |
I can create a fixed version of this. Using the gltf2 on 3.2 and the blender option set to "fortune". |
Are you able to retest on latest stable? |
Still reproducible in Godot 3.2.4 beta 4 |
From what I understand, this issue could be from 2 different causes: error from the Create physical skeleton code, or error from the GLTF (parsing, or export from Blender). In skeleton_editor_plugin.cpp, the code is assuming the bone direction is pointing to -Z, hence the physical bone body offset to put it in the middle:
But, when using GLTF model, it could point to completely another direction
However, the physical bone rotation is not set along the bone, and for this, I had to use:
It is my first look at Godot's code so I don't know if it is the proper way to do the rotation... |
It was not a good idea to rotate the physical bones since it creates issues with the physic engine. Instead, rotation the collision shape is much safer. |
I have just created a PR for the Godot 4.0 version #48310. Just open one of the 6 scene, select the skeleton and click on Create physical skeleton. |
Fixed by #48310. |
Godot version:
v3.2.1stable/v3.2.2rc2
OS/device including version:
Debian 10.4
Issue description:
Blender 2.83 export import format GLTF/DAE problem miscellaneous left or right
already tried godot 3.2.1stable and 3.2.2rc2 anyway it's useless who hasn't fixed physical bones
blender 2.83 the original modeling + skeletons
Minimal reproduction project:
_cloth_phys.blend.zip only blender 2.83
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