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I know that DAE models are obsolete and being replaced by GLTF, but for project migrating from Godot 3.0, it might be useful nonetheless to support them.
Here is a simple model with 3 bones done in Blender 3.0:
When exported using the Better Collada Exporter and imported using Godot 4.0, the bones are messy:
For comparison, here is the same model, but exported using the default Blender Collada exporter:
For information: using GLTF, the bones are fines after import.
Before commit 5ffed49 New and improved IK system, it works fine.
It was then partially fixed by commit [a54fe3f] collada: fix error in use of fix_transform.
Steps to reproduce
Open the project, and create a new scene inherited from the skeleton_better.dae. The Blender file is also included for testing.
Godot version
v4.0.dev.custom_build [1906b59]
System information
Archlinux, Vulkan
Issue description
I know that DAE models are obsolete and being replaced by GLTF, but for project migrating from Godot 3.0, it might be useful nonetheless to support them.
Here is a simple model with 3 bones done in Blender 3.0:
When exported using the Better Collada Exporter and imported using Godot 4.0, the bones are messy:
For comparison, here is the same model, but exported using the default Blender Collada exporter:
For information: using GLTF, the bones are fines after import.
Before commit 5ffed49 New and improved IK system, it works fine.
It was then partially fixed by commit [a54fe3f] collada: fix error in use of fix_transform.
Steps to reproduce
Open the project, and create a new scene inherited from the skeleton_better.dae. The Blender file is also included for testing.
Minimal reproduction project
DAE_skeleton_Test.zip
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