• 3D
  • Objects weirdly glitching in animation

Hey folks!

I made and animated a character in Blender. The character as an still animation, where it is handing holding itself up with one hand, or example, when the player jumps against an edge of a wall and the character holds itself up, not to fall.

As I want the player to be able to choose a character with different sizes, I made the animation so that the root positition still is at (0,0,0) but instead the pelvis moves down so that the hand, using which the character holds itself up, can raise up, so that Y is also at 0.

And I also made a an idle, walk and jump animation and all the transmission animations and everythign works fine. Except the hold animation. Where the eyes are moving out of the model and the jaw opens, which it shouldn't. All that only happens in Godot. In Blender, everything is fine and as it should be.

I'm usually using glTF 2.0, but I also tried Blenders default collada and better collada, but then the eyes aren't getting exported. Then I've also tried the escn exporter, but that only gies me the half of my model? It literally was divided in the middle, while I didn't have any modifiers in Blender.

Here's what I mean:

And this is how it should look:

I know that the materials in Godot are kinda off, I replace them at runtime, so the player can "design" their character.

@CyanDevelopment Which Godot version are you using? There are known issues with SkeletonIK in 3.3 which are fixed in 3.3.1rc2.

Also try playing around with the Force Software Skinning project setting.

@Calinou Oh... I guess I haven't been up-to-date for a while... I was still on 3.2.3...

I've enabled Force Software Skinning on 3.3.1rc2, but it doesn't seem to change anything... Instead there are now some kinda holes in one feet, which weren't there in 3.2.3, although the normals are pointing into the right direction.

I guess I've solved it - The eye and jaw bones were parented to a control bone, instead o a deform bone...

I just don't get why there are holes in 3.3.1 without compression, though... I'll just use an older version instead, I guess.

Are those holes where a separate/different material should be?