3d Drifting Bones

Godot Version

4.2.1

Question

I am attempting to import a blender animation into Godot 4 using GLB/GLTF. I’ve noticed that certain bones when imported will randomly drift in Godot.
Usually its the face of the character, and I cannot pinpoint where exactly this glitch is occurring.

Currently, for my WIP running animation, the face bone just drifts forward randomly before snapping back.

I’ve tried fixing it by turning off any compressions or optimizations. I’ve baked keyframes. The scale of objects have all been applied to be 1. Not sure what else I can do to get this drifting issue fixed.

Try to hard connect the bones in a Blender.

I’m using the Rigify plugin in blender, so hard-connecting bones is going to be a bit of a task. I’ll get back to you if I find a solution through that.

Upon further research, it seems that Rigify may have some pretty bad conflicts with game engines in general. I will confirm once I re-rig the model.

I’ve identified the issue. During editing, I parented the head mesh to the head control bone of the Rigify Rig instead of the main deform bone hidden on another layer. This likely is causing strange export issues on export settings meant to export ‘Deform’ bones only.

There are some other bones that need to be tweaked, but the main issue is now identified.

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