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I have several .fbx files, one contains a mesh, others have one animations each. All of them share the same hierarchy.
When importing the one contains mesh, the Skeleton3D node is not created at root node, as the image below.
Then when I import those animation fbx files as animation library, it seems count the node path from root, as below
So the animations doesn't work because of wrong path.
Steps to reproduce
Just open the project zip files using godot 4.1.1
open r_boy_01.tscn , the A_R_Boy_Run_01/Take 001 animation can not be played and reports a lot of errors
R_Boy_01.fbx is the one with mesh, while A_R_Boy_Run_01.fbx is the animation only one
I would like to add an import option to guarantee that the imported file is a skeleton3D (such as an animation file). I currently do this manually in Unidot Importer but it should be part of Godot.
Godot version
Godot v4.1.1.stable
System information
Godot v4.1.1.stable - Windows 10.0.22621 - Vulkan (Compatibility) - NVIDIA GeForce RTX 4090 (NVIDIA; 31.0.15.3179) - AMD Ryzen 5 5600 6-Core Processor (12 Threads)
Issue description
I have several .fbx files, one contains a mesh, others have one animations each. All of them share the same hierarchy.
When importing the one contains mesh, the Skeleton3D node is not created at root node, as the image below.
Then when I import those animation fbx files as animation library, it seems count the node path from root, as below
So the animations doesn't work because of wrong path.
Steps to reproduce
Just open the project zip files using godot 4.1.1
open r_boy_01.tscn , the A_R_Boy_Run_01/Take 001 animation can not be played and reports a lot of errors
R_Boy_01.fbx is the one with mesh, while A_R_Boy_Run_01.fbx is the animation only one
Minimal reproduction project
GD3D.zip
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