Godot importing blender animation with 34000 frames

Godot Version

4.5.2

Question

I’ve imported an animated model with 1 animation track that is set to 24fps in blender and has 425 frames:

The Imported godot version has 34000 frames with the animation frames spaced to match:

image

How do I fix it?

Re importing the model and re exporting from blender don’t change anything

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Maybe setting a Manual Frame Range for the animation might help?

Thanks for the suggestion. I set the manual range in blender to 0 → 425, still exports at 34000 frames.

Is there any other software I could quickly open the gltf in so I can check if its a godot import or a blender export issue?

I should mention, I had some mp4s open in the video sequencer in blender that I was using for reference footage. They were nowhere near 34000 frames long but I have deleted them from the blend files property tab just in case.

Its a blender export issue, gltf viewer has the same issue

reimport it to Blender

yep 34000 frames in blender too

Please check the Animation → “Sampling Animation” Settings in the glTF exporter. Is it set to 1?

it is

And what is your FPS Setting in Blender Output? (not in the exporter)

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That was set to 30, I’ve set it to 24 and it has fixed it. THANK YOUUUU

I don’t understand why the blender output overrides both of the other animation fps settings, these numbers should be synced rather than independent

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The intro.001 Animation in Blender has way over 422 frames. How many frames does your intro.001? Not only the active range.

its has 425 frames, like I said it does, there are no frames outside of that range, I have checked. (selected all bones, hit “A” on the dope sheet and “.”, nothing ouside of that range) The green bar is just how actions show up when their being edited, its not a length indicator

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Tha shouldn’t make it 34000 frames. That seams strange. But ok, if that fixed your issue.

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I swear I did set output to 24, it must have reset when I added the reference video to the sequencer

It don’t has to be 24fps. But it has to been set before you animate. Changing it afterwards will generate fractured frames (keys no longer on full frames) and the exporter seems to have problems with that.
Yep, it’s possible that Blender adjusts the frame rate when adding a video. Wasn’t aware of that.

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can confirm it changes the output to match the video file whenever one is added

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