0 votes

I have a scene that has a model with a few animations stored on an animation player. Since I animate on Blender, every time I make a new animation I have to export the model, import it on Godot and then, get the animations from the newly added model, copy them and then paste them into the animation player from the scene I mentioned at the beginning.
Here's a video of the issue:
https://imgur.com/a/23CmmRW

The weird thing is that this didn't happen with other animations I got through the same process

Godot version 3.5.1
in Engine by (35 points)

1 Answer

0 votes

This is a complex problem.

This ultimately comes down to how bones and their transforms are stored in the engine vs how blender does things and how blender handles keyframes. Things like Euler/Quaternion or the Basis Order of the keyframe vectors or even the keyframes being stored as relative or absolute and lastly the layout of the bones in the rig.

Matching all of these when transferring an animation will likely solve your issues

My solution was to save the animation and the rig as discrete files and treat them as a pair. One rig has many animations that only work on this particular rig. To share animations consider using some visual re-targeting method (easier said that done).

by (136 points)

But if that's an issue between blender and Godot, why are the animations still playing correctly in the imported scene? The animation just gets messed up when copy-pasting it to another animation player, but the animation itself seems to work on the imported scene

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