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I’m trying to use Better Collada to export a First Person Shooter Arms rig together with a rigged gun.
Each rig has it’s own actions, each with their own keyframes. Together they compose some common animations found in FPS games.
For example, take a look at this melee attack animation playing in Blender. The knife is parented to the rig’s left hand. The knife follows the hand, as expected:
But, playing the same animation in Godot, the movement of the knife doesn’t follow the hand around properly. There seems to be a timing issue. It describes the correct trajectory, but in a different time frame:
I already tried baking the animations using multiple settings, including ‘Clear Constraints’, ‘Visual Keying’ and many other combination of settings, but the issue persists.
Any idea how to solve this?
Anyway, thank you guys!
There might be a lot of issues to cause it, and they are mostly common though game engines (at least in terms of exporting from blender to them). I will also print here those you explicitly mentioned you did just for reference for others. There is number i can think of:
- Always bake your animations
- Be sure to set blender fps to desired value in Godot (that should not cause sync problems, but still)
- Import models ONLY with deformation bones and not control bones (delete or somehow hide them before exporting)
- No stretching bones (I wasted a month debugging issue with stretching bone in Unreal Engine 4, and apparently every game engine have issues with those)
- In case of Godot use glTF 2.0 format. It is recommended by Godot manual and the most stable from my experience
I might miss some other possible issues. I’ll live links to youtube videos, explaining most of exporting from blender to game engines.
Game-ready Rigs #1
Game-ready Rigs #2
Game-ready Rigs #3
Godot specifically (uses info given in first 3 videos)
Blender to Godot: Rigged Character Workflow
Hopefully something here will help. If you figure out your exact problem you have, please share