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 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
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.