- Edited
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