Blender NLA's not importing?

Godot Version

4.4

Question

Made 2 animations for an object in blender. Pushed them down on NLA tracks with saved Fake Users, but when I export the file to Godot as .glb file, the AnimationPlayer won't play the animations. It see's that there are the 2 animations, and even displays the keyframes for rotation, but when i press play in the editor, nothing happens. Very confused by this.

What are your animation export settings? Make sure you’re exporting nla tracks and not actions.

I make sure to include Visible Objects, and then I’ve tried exporting with all actions, and then also with only NLA tracks like you said, and there’s no difference.

Can you show your export options and your nla editor?

Also what’s that warning?

Tried to make the NLA visible with all the export settings visible as well, sorry if this screenshot is confusing. The waring just says ‘Warning: Editing Imported Animation’

Animation mode in export options always needs to be “nla tracks”.

I tried that as well and it didn’t really work? For some reason it only exported 1 of the 2 animations, and it split that 1 animation into 2 separate ones with only 1 door opening at a time, even though both doors are paired to the 1 armature.

Check that each nla track is doing what you expect it to do.

it does, yes. Each Pushed Down animation is playing properly in blender.

Can you post the blender file?

How do I post the blend file on here? Sorry, i’m new to Godot :frowning:

You should be able to attach a zip file to a post. If not upload to some file sharing service and link

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The zip file appears to be empty.

omg im sorry try this

Bone animations import properly. The problem is that you bind doors to bones via constraints. Afaik, that won’t export. Instead, parent doors directly to bones.

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Thank you, this worked!! Now I just have to fix my animation because it reacted strange to the reparenting, but this gets the animation in game!!! :smiling_cat_with_heart_eyes:

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