Trouble with .glTF - Constant Interpolated Animations horribly deformed!

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:bust_in_silhouette: Asked By SalgueiroAzul


I’m been having trouble with getting my animations to work properly on any version of Godot.

There must be something I’m doing wrong, as I’m getting very strange results.
Here’s some examples:

arm deformation examples

I’m using Constant Interpolation in Blender, to achieve a kind of retro feel.

After exporting the character and importing the .glTF back into Blender, I noticed that the deformation is already present:

glft imported into blender

But as you can see, it only happend between Keyframes. So, if I set the Interpolation to constant, it appears normal.

Now… the problem seems to be that when I import it into Godot, the engine seems to generate it’s own keyframes…?
So even if I change the interpolation, the deformed frames still show up!

animation deformation in Godot

Is there something obvious I’m missing?
Is there something wrong with my rig?
Does anyone know a work around for this? I’d really appreciate any help I can get.

Here’s my Blender export settings, should that be relevant:

Blender gltf export settings

:bust_in_silhouette: Reply From: SalgueiroAzul

After struggling for months with this issue, I finally figured out an answer!
Sometimes sharing your problems with other people really helps you think. :slight_smile:

Turns out the FPS value on Blender was set to 12, and in Godot’s import settings it was set to 30.

So I changed it to 12 and the keyframes finally show up where I wanted them! :smiley:

Blender FPS value slider:
Blender's FPS value slider

Godot’s import settings:
Godot's Import settings, FPS value highlighted

The animation working properly:
.gif of the animations working properly inside Godot

Frame #8 is still kinda weird, but I fixed it after properly deleting and reimporting the original file.