so im working on a little 3rd person shooter and everything is going great but i tried using the skeleton ik node to rotate certain bones like only the upper body so that the gun can be aimed up and down easily. however i noticed something my character model(made in blender) was having weird deformation like this
this is a VERY IRRITATING issue and it rlly bugs me.at first i thought it may have been an issue with my weight painting but everything was fine in blender. any help would be DEEPLY appreciated and i export the .blend file directly like as in i just drag and drop the .blend file and ik its not the best practice but bare with me.
here is another image
the only way ive gotten stuff like this to work is by importing the limbs as a separate models than re-adding it, the only thing i can really think of is that the ik bone hasnt fully selected the model, idk ik bones are hard so you should be proud this is your biggest problem, also he lowkey looks like dutch
If it’s certainly not weight painting issues, including overlapping weights which may differ from Blender to Godot, then I’d guess the mesh LOD is triggering incorrectly and you may have to tune the bias or disable LOD generation.
yea it might be that issue .also the dutch thingy is kinda close im working on a similar game
i already tried that like i disabled lods but still nothing rlly happened
ok so i somehow fixed it idk what i did i think after i applied all transformations in blender i reimported it and everything was normal. my hunch is that maybe it didnt import properly but again im not to sure im just glad its fixed
Im glad you figured it out, good luck with your game!!!