I found a .fbx model of character and imported it in Blender. It worked fine. I opened some animations in .bvh format and they just worked - skeleton is ok. So I exported this model in .dae format and imported it in Godot as scene.
When Godot imported it, I saw nothing - character was invisible. I tried to move parts of character out of skeleton in hierarchy, and they became visible. But when I assign them to the skeleton, they become invisible. What is wrong with the skeleton?
I tried both .dae exporters for blender - built-in export and with Better Collada. Both give me the same result.
But then I tried to export it in 3DS Max in Collada format, imported it in Godot and saw the working skeleton! But character was imported without textures, so I assigned them manually. But then I need to add animations. I have many animations in .bvh format and many characters to animate with them. Is there a way to combine them in godot, or I need to repeat the same work for all characters manually in model editor?
I've looked at engine's console log after import of Better Collada's output and have found there many errors like these:
populating joint mixamorig:Hips
ERROR: Skeleton::add_bone: Condition ' p_name == "" || p_name.find(":") != -1 || p_name.find("/") != -1 ' is true.
ERROR: Skeleton::set_bone_rest: Index p_bone out of size (bones.size()).
ERROR: Node::is_editable_instance: Condition ' !is_a_parent_of(p_node) ' is true. returned: false
Result of import is an empty Skeleton object without bones, so its children become invisible.
So, I think, it is bug in Godot?