• 3D
  • Blender character animations appear 'smoothened' and slower in Godot

Hello, I'm currently working on a 3D fighting game prototype and I've run into an issue with animations imported from Blender, specifically the keyframes I end up with in Godot.

I have a punch animation which in Blender starts at frame 1, has its climax (the arm is fully extended) on frame 5 and has its final keyframe on frame 36 (my Blender project runs animations at 60 FPS and my game also runs at 60 physics FPS).

https://imgur.com/1Nt3KB1 https://imgur.com/JAhfKxx

In Godot the animation starts at 0 seconds and ends at 0.6 seconds as expected, the climax however happens around 0.13-1.5 seconds, which would be frame 9 or 10 ingame. The animation length stays the same, but it feels a lot smoother and kinda sluggish compared to the version that i have in Blender.

https://imgur.com/zJnpSxP

Ive also noticed that in Godot the animation has a lot more keyframes which in itself doesn't affect anything but might be related to the cause of the issue im having with the conversion.

Any help is highly appreciated, thank you :)

Made some progress on this issue: Once i checked the import tab for my .glb file i noticed that my animations were being imported in 15 fps, changing that to 60 fps made it look much better. Also, in Blender I changed my actions and NLA strips to have their first keyframe on frame 0 instead of 1 which helped. I still have a weird issue where the first frame of each of my animations is pretty distorted but thats technically unrelated to the original problem