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"Generate physical skeleton" creates wrong bone positions #53466
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My guess is, the axis which is used to offset the physical bone from the skeleton bone origin is wrong. |
Here's a more minimal example Here, "Create Physical Skeleton" did not create bones for LowerLeg.L/LowerLeg.R at all (those bones can be selected from the PhysicalBone dropdown though). |
With #53515, the generated bones are now positioned correctly, however it still skips the lower/upper arms (even after fixing the parenting in blender): That seems like an unrelated issue so I'll open a separate ticket. |
This seems to be related to this PR which was merged to master 2 years ago but maybe never got backported: |
The bones are generated in the correct positions on |
Yep a backport of #36008 will fix this issue, if you'd like to take it first feel free! |
Fixed in 3.5 by #48327. |
Godot version
3.3.4.stable.official
System information
Windows 10
Issue description
I have a detailed asset, which I wanted to contribute to the Asset Store.
It has a weight painted armature/rig, which I wanted to import into Godot.
Using GLTF, the model has a skeleton, in which all bones have their correct position.
When generating the physical skeleton though, the resulting physical bones are all out of place.
Blender 2.93
Godot 3.3.4.stable.official
Steps to reproduce
To recreate yourself with this project
To recreate yourself from scratch:
Minimal reproduction project
Project (sorry, bigger than 100 MB):
https://drive.google.com/file/d/1hL__pWpMKldgO745Uzs5g78lT5TlNctn/view?usp=sharing
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