Blender to Godot 4 Issue?

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:bust_in_silhouette: Asked By Mr. Gamezz

Dear everyone, my last question didn’t seem to get enough traction, and no one gave me an answer. To try and get a solution quicker, because I need it soon, I will post it a second time, but I will rephrase my question.

In blender, I have a model. Made up of several squares, which are shaped in the shape of a human (Basically a minecraft character, except the arms & legs are made up of 2 blocks rather than 1). I have the animations separated into different categories. The legs have their own animations, named LegWalk & LegIdle, there are only keyframes from the leg bones, no other bones are affected by this animation, except for the legs. Same thing for the arms, there are no leg keyframes, which allows me to not have to make different animations for each item/weapon, that way I can animate the arms separately from the legs.

I import my .glb file into godot, and play the arm idle animation, which makes it so the players arms are in-front of the camera (orthodox boxing position), instead of being in a t-pose. However, when I play my LegWalk animation, the arms go back to a t-pose. I look inside the Godot version of the animations and notice that when Godot imported the animations, it also added reset poses for everything else into that animation, making it so that the players arms will go back when I play a walk animation, despite that not happening in blender.

How do I prevent this? I know I can go into the animations and delete the extra tracks, but this will get tedious whenever I add more animations.

TL;DR:
Godot is importing my animations with extra tracks for arms and legs.

If you don’t know the answer, please upvote this, so that it can reach people who do know the answer.

Mr. Gamezz | 2023-03-11 00:49

:bust_in_silhouette: Reply From: ChrissWalters

Did you tried importing the *.blend file into your Project?

Yes, doing this resulted in the same issue.

Mr. Gamezz | 2023-03-11 19:44