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Asked By | SalgueiroAzul |
Hello!
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:
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:
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!
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: