• Godot Help3D
  • Seamless mesh looping animation stops at the last frame before looping

oh yeah, in UX terms godot's definitely got some of that, I was just saying that the animation timeline starting from 0 isn't as much it. But also blenders UX wasn't as non standard as some made it out to be, it is just a very old application and it's UI design originates from amiga days where there were actually quite a lot of applications in similar vein.

As for the UI/UX redesign that was actually started with 2.5 and was left unfinished, even the 2.8 work wasn't finished, there's still things that were discussed back then that never got tackled so I foresee yet another further rework coming in the future.

On that note, godot 4.0 brings some rework of it's own in regards for an example multi window support and I'm sure each following major release will be doing some rework as well. 3.0 had some of that too, for an example the inspector got reworked. It's just a matter of time. 🙂

As for FBX...that's an AutoDesk problem.

    Megalomaniak As for FBX...that's an AutoDesk problem.

    FBX is not a problem for Autodesk. It was intentional designed to make them money, and it's working.

      cybereality No I mean, Autodesk is the problem. Their EULA on the FBX framework/middleware prohibits it's use in open source software projects.

      Megalomaniak Good points!

      Megalomaniak On that note, godot 4.0 brings some rework of it's own in regards for an example multi window support and I'm sure each following major release will be doing some rework as well.

      Definitely! So much 3D improvements with 4.0 both on UI and 3D Pipeline. One of the UX improvements was even contributed by me 😛

      Yesterday I posted a summary of 3D pipeline improvements from Godot 4 from a prototype I made in 2 days:

      This looks great. I mostly work in 3D, but I tested the new 2D tilemap editor and it's really good. Amazing workflow for blocking out levels so quick. I might have to make a 2D game just to see how quick it can be done.

        cybereality Yeah I'm also 100% 3D. I'm not interested in 2D, but I'll keep an eye on Twitter to see what you create then. I already saw your new MM + Godot 4 experiment! Really cool.

          7 days later
          a month later

          I fixed this bug in Godot today, details: https://github.com/godotengine/godot/issues/65513#issuecomment-1287828202

          I mean, it's not a fix to the import but itself, but it removes the duplicated frames which cause the seamless animation to not be seamless anymore when imported into Godot.

          It's unlikely it's going to be merged into Godot, so you have to get the code from my branch and build Godot yourself.

            Nice work, but it seems like a hack to me. The real solution would be the ability to enter start and end frames in the animation editor (like in Blender or Maya). This would fix the 1 frame issue and also be useful for other stuff.

              cybereality Yes, it's a hack - that's how I even stated it there (and that's why I'm not opening a PR with the solution, only keeping it in a branch in my fork)

              cybereality The real solution would be the ability to enter start and end frames in the animation editor (like in Blender or Maya). This would fix the 1 frame issue and also be useful for other stuff.

              The problem is that the duplicated frame is the 2nd frame (index 1). Then in some tracks frame 1 (index 0) is correct. So in the same animation, I have to remove frame 2 of some tracks then push the animation back to compensate for the time lost. It sounds weird, but if I remove frame 1, the timings get all wrong.

              With my solution I saw hard surface animations, Mixamo animations, etc all working again!

              Godot 4's official import dialog already has a "Slice" feature which slices animations per frame ranges, but there's no way to solve the aforementioned issue.

              Tomcat Is it necessary to rebuild the engine from source? Can it be done by Asset?

              Yes. Can't be done with plugin, because it's done in the import process of the animation. I tried to hack into the ResourceSceneImportDialog with a plugin, but it was too much of a hassle.