Can't tell if skeleton Inverse Kinematics or my model is broken

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:bust_in_silhouette: Asked By BuddyGames

My 3D FPS has a camera controlled by the mouse, with a gun as a child of the camera. Later, I added a mesh I made in Blender as the player model. I’m new to 3D modelling, so maybe my import was bad. I used the Blender ESCN exporter, and got every bone in the model imported to Godot as individual nodes, which from videos I’ve seen isn’t normal. Also, the mesh is made up of segments, and un merged because the armature didn’t move if I merged the segments. Upon export, each segment was a mesh instance that’s a child of the bone it is attached to. For some reason each bone can’t be renamed.

I set the waist as the root bone and head as tip bone in a skeleton IK, and camera as the target, which I call in _ready():. However, the mesh does not tilt to make it look like the arms are holding the gun. Any ideas what I’m doing wrong?

You should export with GLTF, this is the most dedicated to Godot.
Every bone as individual Node with mesh as child ? Don’t You mean Bone Attachment nodes ? They are not bones, they are helper nodes. This is normal when in Blender your mesh is created from separate objects which are parented to the bones as a whole, instead of weight painted, vertex grouped or enveloped. Maybe You can share blender file ?

Inces | 2021-11-02 17:35