Blender to Godot | Animation track duplication and empty tracks on import

Godot Version

4.4.1.stable

Blender Version

4.4.0

Question

(Screenshots below)

I’m struggling with importing an animated character from Blender. The issue I’m running into is that Godot is bringing in empty tracks with their intended names and then pushing the actual animations into a duplicate track with ‘2’ appended as a suffix (e.g. ‘ForkIdle’ and ‘ForkIdle2’). I have my actions pushed down to separate NLA tracks, and each track and action has one instance only. Each track has a single strip.

My initial thought was that the NLA tracks were being imported separately from their contained actions, because I have the tracks and actions named the same, but changing the names to something else had no effect on the import.

I’ve also tried playing with the ‘Animation Mode’ and ‘Merge Animation’ settings in Blender’s export panel. Changing Godot’s AnimationPlayer import settings under the ‘Import Tracks’ heading has no effect, either.

I did create a new Blender file to test if I could get a simple cube with a single NLA track to work, and I had none of the same import issues, so it has to be something wrong with my working file. I’ve also tried purging unused data-blocks in Blender and defaulting the export, just to be sure.

I’ve gone over every documentation page, YouTube video, Reddit post, and Godot forum topic I can find. I even tried working with an LLM for a bit, but I’m at a loss and feeling quite silly at this point. Where are these empty tracks coming from? What am I missing?

From Blender…





I also ran a little python snippet within Blender for good measure…

To Godot…

Looks liked you’re forked. Heh.

Have you posted this question on BlenderExchange? I’ve found the people there very responsive and helpful, and if this is a Blender issue, you’re going to get an answer there pretty quickly.


You could also create an import script to iterate through all the animations, delete the blank “originals” and rename the duplicates without the 2. I don’t recommend this option because you’re hiding an issue that could bite you later, but if you just want to move on for now, this would be the solution I would go with.

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Ha, ‘forked’ indeed! I didn’t even know about Blender Exchange, great idea.

I agree with your point on the import script, too. I am also considering just starting over from a new file and try to append things piecemeal, but that’s also a bit messy and I have a lot of other assets in the current file.

Thanks for your suggestions!

1 Like