What is the best workflow for adding new imported 3d animations to an existing scene?

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:bust_in_silhouette: Asked By kettlestick

I’m using GLTF embedded files to import animations from Blender. I can import all my animations and they look correct, so that’s great. Then I set it up with bone attachments, materials, colliders, scripts, etc, and everything works as intended. The problem comes in any time I want to add on a new animation. I have my scene working great, and then I want to import a new GLTF and copy over just the keyframe data from this one new animation over to my currently working scene. However, when I try copy track/paste track it produces weird results (stretched limbs, incorrect rotations). Is there a better way to do this? I can’t really work around it without causing myself hours of work because I make tweaks to the animations after importing to godot, so I’d have to redo all that work each time I import a new animation.

:bust_in_silhouette: Reply From: Inces

I never encountered that problem, but I learned, that it is much more comfortable to import animations as separate files, instead of built-ins. You can uncheck built-in animations in import tab. This spares the problem of reimporting whole GLTF file just for tweaking one animation.

I did try this as well, and loading a .anim file produces the same results. Weird stretching and rotating of the model. I notice an odd thing which is that frame 1 of the animation when loaded from the .anim file is an A pose, which is not a frame in the animation at all, but is the pose the character was modeled in. So I wonder if it’s getting confused on the initial position of the bones and that throws everything off? Idk what would fix that though.

kettlestick | 2021-11-01 23:04