Godot Version
4.6.1
Question
Im trying to create a animation library that can be used for different characters. When I import my model and animations from blender(as .glb) to godot it works fine but if I try to import just the skeleton to make an animation library it doesn't work.
it was also popping up a ton of errors:
”AnimationMixer (at: okwillmodlemk_1.tscn): ‘animelib/swordfronthand’, couldn’t resolve track: ‘player armiture/hips/Bone_001/Bone_002/Bone_003/chest/shoulder_r/uperarm_r/forearm_r/hand_r/mid_r/midm_r’. This warning can be disabled in Project Settings.”
Did you try changing the ‘Root node’ property on your animaton player? I’m not sure off the top of my head if it should be set to the root node of your cahracter scene or to the ‘player armiture’ node for that path to work.
Did you try changing the ‘Root node’ property on your animaton player? I’m not sure off the top of my head if it should be set to the root node of your cahracter scene or to the ‘player armiture’ node for that path to work.
I agree with this. Another way you can solve it is by changing your import settings to automatically create a REST pose. This will add an animation player to the imported scene and the root node will be set correctly.
…import just the skeleton to make an animation library it doesn’t work.
As much as I love Godot it’s animation tools are limited. I highly recommend making complex animations, such as character animations, in Blender. Rigify is a free Blender plugin that ships with Blender. It creates a very good control rig to use for animating. If you’re not opposed to paid Blender plugins I really like Auto Rig Pro.
Thank you so much. That worked! I spent a solid 2 hours messing with setting and reimporting stuff and couldn’t figure it out. (And thank you for not making fun of my horrendous spelling)
Thank you too! Ill have to check out rigify for sure.