Hello Godot Community,
I am experiencing a persistent issue while trying to rotate 3D bones in the AnimationPlayer. Every attempt results in the error: “The end quaternion must be normalized”. I’m not importing any animations from external sources; I am merely attempting to manually animate a 3D rig directly within Godot.
Here’s what I’ve tried so far:
Ensuring all transformations are applied in blender before the exporting in glb.
Experimenting with various values in the editor.
Despite these efforts, the error continues to occur. Has anyone else faced this issue, or does anyone have insights on how to resolve it? Is this a bug of the engine? Any suggestions would be greatly appreciated!
Thank you in advance for your help!