Use gltf 2.0 for the mesh instead of escn
NathanLovato opened this issue ยท 8 comments
/!\ Export from Blender 2.81+ and import in Godot 3.2+.
Hello,
where i can find the .blend file ?
related also to #7
thank you for the project!
Hi @AndreaMonzini, the blend file is distributed in the releases tab: https://github.com/GDquest/godot-3d-mannequin/releases
I've been working on this, it mostly works, but the jump animation's frames 12, 13, and 14 are bugged after export (regardless of the exporter, same issue with escn, gltf, and fbx)
If you know how to fix it your help would be most welcome!
Thank you.
i am trying to export the animation with 2.81 and 2.82 to glTF ( .glb ) but it doesn't work for now.
I see there is a similar open issue here:
Not linked to KhronosGroup/glTF-Blender-IO#765, here rest pose is OK. Will have a look
@NathanLovato
Seems to be linked to scale near to 0 of deformation bone DEF-spine.002 during the jump.
Tweaking the bone tweak_spine.002 (to avoid this near to 0 scaling) seems to solve the issue
Thanks a lot @julienduroure ๐
Not linked to KhronosGroup/glTF-Blender-IO#765, here rest pose is OK. Will have a look
it was just referred to the title issue " glTF2 Export Error Mannequin ", anyway i wanted to point to the right place to report Blender glTF export problems :
https://github.com/KhronosGroup/glTF-Blender-IO
Thank you for your work :)
Done with 7459dba