• 3D
  • Collada import issue with animations

Hi all,

I'm trying to import an animated mesh created in blender. I used the better collada exporter.

The character seems to be well imported, all animations are present but when i play them, the character goes weird. It seems like some bones are not positioned correctly.

Note that the character was created using manuel bastioni, so maybe the issue is related to that..

Better collada exporter options: - apply modifiers - triangulate - export animation - all actions - optimize keyframes - i also tried to play with the precision value with no success

I also tried many of the import options always resulting with the same behavior..

Do anyone have a suggestion here ?

Also, tried to compile godot 3.0 to test with upstream (used the master branch) but no import option is present at the moment. Will the collada import be improved to ?

Had a very similar issue with 3d models working for the latest Godot Jam. In my case using the built-in COLLADA plugin did the trick. In truth both plugins are kind of hit-and-miss, with the "better" plugin giving slightly better results in some cases.

If that doesn't work check your model for incompatibilities.

From the Godot docs here: http://docs.godotengine.org/en/stable/tutorials/3d/importing_3d_scenes.html?highlight=blender#d-rigging-tips

Only up to 4 weights are imported per vertex, if a vertex depends of more than 4 bones, only the 4 most important bones (the one with the most weight) will be imported. For most models this usually works fine, but just keep it in mind.

Do not use non-uniform scale in bone animation, as this will likely not import properly. Try to accomplish the same effect with more bones.

When exporting from Blender, make sure that objects modified by a skeleton are children of it. Many objects can be modified by a single skeleton, but they all should be direct children.

The same way, when using Blender, make sure that the relative transform of children nodes to the skeleton is zero (no rotation, no translation, no scale. All zero and scale at 1.0). The position of both objects (the little orange dot) should be at the same place.

Hi,

Thanks for answering. I did not test further with that scene and switched back using makehuman instead.

I learned something interresting though i'd like to share here as i don't think it's documented anywhere (or i missed it). When exporting a mesh with skeleton and animations from blender (using better collada exporter), it is important that the mesh and the skeleton are in rest pose. If it is not the case, when imported to godot, the skeleton will be in rest pose, while the mesh won't, resulting in bugs as seen in my screenshot.

If this can help someone, here is my workflow for using animated makehuman characters into godot:

MakeHuman => export mhx2 Blender => Import mhx2 Blender => create animations using actions Blender => export to collada using better collada export (don't forget to check all actions) Godot => Import dae

The process is a bit heavy but works well..

Hi, Try this setup for export....never triangulate models!! - check weighting - check and remove duplicate vertices( to be sure before exporting )