- Edited
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.