It’s been a little while since I’ve imported a character rig, I think not since I switched to 4.3, and now when I do it several of the bones are renamed from e.g. “Torso” to “Torso_2”. Previously imported rigs have the bones without the appended “_2”, which the animations I had made target, so now the animations aren’t fully working.
This doesn’t seem to be any issue inherent to the project, because I tried importing into another 4.3 project with the same result, and it doesn’t seem to be trying to avoid duplicate skeleton3Ds, because I can import multiple copies and the bones will still have “_2” instead of iterating to “_3” etc.
When I try to import the exact same models into an older 4.2 version of the project, they import with the correct names, though I also get this wall of warnings with it.
Has something about the way things are imported changed between versions that I just didn’t notice?
Other things:
these are .blend files in all cases. I still design with an old version of blender (2.79, I just hate the new interface) but have 4.1 installed for importing
despite what the bone names may indicate this is not a purely humanoid rig, so I’ve done no extra mapping or anything else
Have you read this? [Migrating Animations from Godot 4.0 to 4.3 – Godot Engine](https://article migrating animations 4.0 to 4.3)
You should be able to import with the “Skeleton” in advanced import settings? Or “change” to the new skeleton in editor (click Armature/Rig in hierarchy, then at the top of the inspector view window like by the little snap icon/light/world icons there’s skeleton stuff up there)? I have messed with that to try to add a bone and I’m pretty sure it keeps the anims even though it renames the bones…but I’m not savvy w/skeletons at all (other than being a biology teacher haha) so maybe someone else will chime in.
I’m not seeing anything in the advanced settings that jumps out at me as something that would fix this issue; it’s importing with its skeleton, it’s just that for some reason the bone names are being changed, which means it doesn’t match all of the existing animations that i’d already imported. Copying the old skeleton over seemed to work, but was pretty tedious (had to reassign the new skeleton on all of the character’s separate pieces and remove their “skin”) and doesn’t seem like a viable long-term option, and there don’t seem to be any special settings in the skeleton menu to help with that.
Another issue I realize I’m going to have is with importing new animations. Now when I import them they’ll be targeting the “_2” bones, and although I can just rename the animation tracks to fix it this is also less than ideal.
Hope I’m just missing something here, be it obvious or not.
That did seem to be it. Hit all the bones that matched a mesh on the body, and none that didn’t, and changing the mesh names leads to an import without the appended _2. Wish this wasn’t the case, but at least there’s a known way around it. Thanks!