NEW ISSUE

Adding a node of any kind to anything, project wide, will immediately freeze godot. I can still move the window around but nothing can be interacted with and it can't be closed normally, requiring the task manager. Maybe the pop up window isn't triggering correctly? I'm on 4.1.2. Other projects work fine, it's just this one.

Turns out it's any pop out window including project/editor settings and whatnot, so it must be the popup windows. Still exclusive to this one project. Backups seem to work fine so it's clearly related to this project in its current state.


OLD ISSUE

(but still relevant!)

Basis must be normalized in order to be casted to a Quaternion. Use get_rotation_quaternion() or call orthonormalized() if the Basis contains linearly independent vectors.

The start quaternion must be normalized.

Attempt to disconnect a nonexistent connection from 'axe:<Node3D#4936309995932>'. Signal: 'replacing_by', callable: 'EditorNode::set_edited_scene'.

UPDATE: I've been remaking my project from scratch. Importing what I can where I can but trying to do that as little as possible. Everything was going fine until I added, configured (via 2 anims and a oneshot) and enabled, an animation tree. Now I'm RIGHT BACK WHERE I STARTED! Even after deleting the animation tree and it's references, I'm still have rotations reset.

Okay, so, I was missing a line of code to disable, specifically:
parts.axeanimtree.set("parameters/OneShot/request", AnimationNodeOneShot.ONE_SHOT_REQUEST_FIRE)
After deleting that and remaking the animation, rotations no longer seem to be resetting. I'm at a loss to why, personally.

These are the main two errors I get. There's at least one more that I can't seem to replicate right now, possibly because how much I've remade/revisited in trying to fix this issue. As the title says, the 3D rotation track is broken and unusable. I'm sure it's probably my fault, nonetheless I can't use it. Rotations always reset to 0, 0, 0 immediately upon trying to edit a rotation. even overwriting existing keyframe data throughout entire animations. How I edit the rotation doesn't seem to matter, it always ends up the same. I've tried all kinds of fixes and modifications with nodes, scenes, hierarchy, code, animations, anything I can think of that might be relevant or effect this, which isn't to say I've thought of everything but coming here was far from my first idea.

This issue, as far as I can tell, seems to be specific to one blender model I've imported via .blend. I have not touched any import settings yet because they haven't become relevant to me yet. I have reimported this model many times and fundamentally changed it in blender. It's a very simple model, image included.

There is no code referencing this object or its animations or scripts attached. It's a raw import. There used to be, but it has been long removed during troubleshooting. It is attached to the head of my player within it's own scene as shown.

If any more information is needed, please ask. I've spent so long on this and I'm so tired lmao

    Kleppi

    Move AnimationPlayer node as child of 'player' then rotate 'pickaxe'.

      Gowydot It was a player child when the issue started, I just put it as an axe child for cleanliness. But I did try it again just to be sure and immediately after setting the first rotation keyframe I accidentally hit space and played the animation, which reset the rotation faster than I could even process that it was happening 😩.

      I have spent at least 4 or 5 hours trying to fix this one issue. I'm not saying I've tried all the simple things and I will attempt every suggestion regardless of my own confidence in whether or not I've done it but I have done a LOT

      • xyz replied to this.

        Kleppi Make a minimal reproduction project and attach it here.

          xyz As I thought might've been the case, it works fine. I was able to create animations to be overwritten in the first place so it makes sense. I'm just genuinely at a loss to what I could've done to cause this.

          I was going to try and animate it in different scenes, including its own reference scene, but now if I try and open the animation player it freezes godot... apparently I can't add nodes of any kind to anything anymore, project wide. Other projects are fine, all of this is only affecting this one project.