#Blender -> Godot, Animation separation pipelines?

3 messages · Page 1 of 1 (latest)

hallow fiber
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I'm trying to architect a way to use Blender for making animations with our models and exporting animations as separate .glb files for use in Godot. There's a few reasons for this, such as reusing animations across things with the same rigs, separately animating tacked-on models, and generally keeping lesser used situational animations (cutscenes or scene-exclusive stuff) out of the base model and possible to dynamically load or unload. This also ideally means we could update animations without updating the entire character .gltf every little change.

So far pic related is the workflow we've got down. The problem is that anytime I try to play exported animations in the AnimationLibrary assembled using the separate anim.glb contents, the animations fail and just throw a bunch of "we can't find the bones and nodes" errors. AnimationPlayer has pointed to either root model node and armature node and neither work. Model file and animations are up to date with each other.

If it helps: in Blender, animation .glb files were made by selecting just the armature and exporting selection only. Deform bones only are selected, so control bones are not being exported. Animations are baked (but nonbaked animations didn't seem to work either when I tried some stuff prior). When I export the creature .gltf with a base animation, it works and plays fine.

I have no idea where to look or what to do to fix this from here on. Any leads? Upon playing either in engine or in game, the model using the separately exported animation simply doesn't animate and error logs claim that bones and nodes don't exist. Again, this doesn't happen with animations exported along with the base model. Is there some underground difference between these two animation exports or imports that I'm just not getting?

mortal summit
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hey Pyral, you may have run into something I hit a lot. I'm not sure which version of Blender you're using, but the GLTF exporter can behave strangely in some situations, specifically if you export an armature with no mesh object, it will create an actual node tree that Godot will interpret as actual nodes instead of armature bones. I would suggest trying to export the animations-only file with a single placeholder mesh object as the armature's child

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back when I was using Blender 2.9+ the GLTF exporter was straight-up broken in some minor versions and cause every armature in a file to get exported, lots of extra nodes created, that sort of thing, so YMMV depending on whether Khronos shipped a buggy copy of the plugin