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I've created an armature with a skeleton, rigging, meshes, etc. on blender and I export it to godot using better collada. If i export meshes one at a time, the meshes only work with the skeleton that was generated from that dea file, but not the skeleton generated form others. However, if I export all the meshes at once (so that they all get generated in godot under the same skeleton) they work fine.

I think the reason for this is that the bone order of the skeleton generated by godot can vary, thus it will only work with meshes that were generated under the same bone order.
Does anyone know if there is a way to fix or get around this? I'd like to be able to make new meshes and import them without having to reimport every other mesh I've already created

asked Nov 8, 2018 in Engine by RoyShaw (24 points)

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