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Skeleton doesn't deform mesh when imported as .blend, works fine with .glb #78636
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Animations seem to work on current 4.1 master branch (68193be) on all four test scenes, so I guess something has been fixed at some point. However, there seems to be some geometry processing issue with the trex_blend.tscn. Looks like it might be LOD related, disabling or adjusting the LOD bias hides the issue. Or maybe the LOD just generates bad versions from a geometry that was wrong to begin with. There are some LOD generation bugs: #57416 .blend imports with strange geometry streching in the highlighted area: LOD blowing up when adjusting the camera angle slightly: |
I can confirm @philipp-gaddi's suggestion to set Meshes > Skins to 4 Influences in the Import tab appears to solve the problem. Thanks! I'd love to know what that 4 Influences does as well, since there's no in-editor tooltip and the official docs only describe non-.blend import settings (Importing Scenes docs). It'd be great to add docs for all the Import properties under the Blender group And @bitsawer that's interesting, I just tried on 4.1-beta3 and I see the same behavior as 4.0.3 (no deforms). However the same trick of setting Meshes > Skins to 4 Influences appears to work. I don't see any of the strange geometry issues you noticed on 4.1-beta3 either (LOD related or otherwise). edit: Just tried on latest master (030c1a9) and I have the same behavior as 4.0.3 and 4.1-beta3. No strange geometry issues, have to set Meshes > Skins to 4 Influences to get deforms working properly. In case it matters my repro steps were
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Godot Engine supports 8 influences.
Not sure the best approach. I discussed with @julienduroure a few times over the years about this. |
A better option tuning is in todo list and should land in Blender 4.0 or 4.1 |
Thank you so much! That really worked! |
KhronosGroup/glTF-Blender-IO#1983 Please help us review the Blender 4.0 feature to limit the MAX influences rather than picking either 4 or all. Godot supports 4 or 8 bone vertex influence (blend weights). |
Godot version
4.0.3-stable_win64
System information
Windows 11, Blender 3.3
Issue description
In a couple .blend files I've noticed the built-in .blend importer results in broken mesh deformation. The skeleton shows up correctly but the mesh itself doesn't deform properly.
The animations work as expected in Blender, and if I export the mesh as a .glb (with all default settings) then importing that works as expected as well. It's definitely possible there's something wrong in the .blend file, but I'd still consider it a bug that the default-exported .glb behaves differently (at least my impression was that these two methods should behave identically).
Imported directly from .blend (skeleton doesn't deform mesh):


(the bones only deforming some of the mesh objects in this wizard scene hints that maybe there's some trick to getting this to work. I tried messing with reparenting bones, checking weight paintings, and some other misc things but I couldn't figure it out :/)
Imported from .glb (skeleton deforms mesh):


(both models are from https://quaternius.com/, good stuff!)
Steps to reproduce
Open attached project and open the
trex_*.tscn
orwizard_*.tscn
. Select the AnimationPlayer and see how the deformation works with the*_glb
scenes but not the*_blend
scenes. I included the .blend and .glb files as well.Minimal reproduction project
import-issue.zip
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