kuligs2 Then it doesn't reproduce the initial problem. Create the exact same hierarchy above the joints as initially, with all the same transforms (in Blender and in Godot), just use few bones and no mesh. Some of those parent transforms may be messing the things when transforming from/to local joint spaces, if your code doesn't properly take them into account.

Replicate the initial problem in a minimal project, check if the project is self contained, then post it.

    xyz Create the exact same hierarchy above the joints as initially, with all the same transforms (in Blender and in Godot)

    i just did that, and i posted the project above. Not sure what you mean joints, but i created new skeleton armature with new bones and simple box mesh. I never rotated armature in blender, not in this or previous projects.

    Not sure what you mean..

    But later i will play more with this..

    But i still dont understand why the additional bones (free floating) are not visible in godot, while they are in blender.

    • xyz replied to this.

      kuligs2 Your initial complaint was about things moving left-right in the direction opposite of mouse. In your attempt to reproduce that problem in a minimal project, this is apparently no more the case. So what's the actual problem here?

        xyz problem is more of a question, why not all bones are visible in correct locations in skeleton3d and why as previously stated the left right movement is flipped in some cases?

        I will do more tests.

        But i will never be able to replicate the initial face armature because it was hand made (bone placement). And recreating simple skeleton, kinda fixed the left-right movement problem but the floating bone problem is still persistent.

        • xyz replied to this.

          kuligs2 The bone misplacement is likely due to improper setup in Blender or import/export process. So double check there and try a different file format. If you want to get it checked by somebody else, again make a minimal Blender file that still causes the problem.

          When hunting bugs always proceed by cutting down their potential dwelling space little by little until they are completely cornered, hence easy to probe and eventually catch. Just like you'd do with an actual insect buzzing around your house.

            xyz Interesting observation, godot cuts off last bone.
            Previously in blender..

            Added more bones

            Now the root bones are visible in godot

            Global transforms seem to be correct now, (new blend file, reimpored from scratch)

            And now manipulating the root bone of that bone chain works kinda, still jumping around like mad sometimes, but manipulating the tip bone is still opposite,random.

            So maybe my question is - is there a better way to create manipulators to pose the mesh in godot game? like for character creation, you create hooks/grabbing points for user to grab and stretch to create the face they want, record the position of the manipulations and then on model load apply these manipulations to have the consistent facial deform.

            I thought the bone manipulation would be easy, it seem its not so...

              @xyz also i noticed this, that the old project had the node rotated 180 deg, and this messes up the transforms. and manipulations.

                I think i know whats the problem. When the ball is clicked it rotates to look at camera, but when ball is moved the bone sets the ball global position and transform and so the ball rotates back facing away or whatever and so this messes up the position left-right, so in one frame it tries to go left in other right because it flips from looking at camera to the transform of the bone wich is different..

                Ill try to fix this tomorrow. 😃

                • xyz replied to this.

                  kuligs2 So maybe my question is - is there a better way to create manipulators to pose the mesh in godot game?

                  If I understand correctly, you're trying to use bones for what is normally done with shapekeys. That's a very interesting approach. I'll keep an eye on the topic. My plan is to start experimenting on this topic in about a month

                  But i will never be able to replicate the initial face armature because it was hand made (bone placement).

                  It's a strange approach to learnflow. Usually first, as a base, do something simple that can always be easily repeated.

                    kuligs2 Why do you need to rotate the ball? Btw if a purpose of this ball gizmo is just to move a bone in the screen plane then you can use a 2D draggable gizmo, project its position onto the constrain plane and move a bone directly to that position.

                      Tomcat It's a strange approach to learnflow. Usually first, as a base, do something simple that can always be easily repeated.

                      imo this is as simple as it can get using sort of production mock up models.. i mean why would i try to do this on a cube mesh with one bone where if you start adding more bones it gets very complex?

                      Also this way i learn how to and not to create bones in blender.

                      Tomcat If I understand correctly, you're trying to use bones for what is normally done with shapekeys.

                      whats a shape key?

                      xyz uhm, i think i did that because i needed the x/y/z axis to be in aligned position with the mouse positive negative x/y axis so that it could translate without the trying to convert them somehow i cant even imagine right now..

                        kuligs2 lol I was about to suggest that your origin axis or something to that effect was flipped in Blender

                        kuligs2 xyz uhm, i think i did that because i needed the x/y/z axis to be in aligned position with the mouse positive negative x/y axis so that it could translate without the trying to convert them somehow i cant even imagine right now..

                        Yeah but you don't need that at all. The orientation/basis of the gizmo or of the bone is not important as you're just need to set the position to a point calculated by constraining the mouse projection to a plane.

                          xyz Continuing debugging, i noticed:

                          When i click on the ball (i removed look_at() ) i print out positions of the ball and intersection.

                          ball_node.gd

                          if cam != null:
                          	#look_at(cam.global_transform.origin,Vector3.UP)
                          
                          	print("interset click0: ", global_position)
                          	
                          	temp_plane = Plane(cam.global_transform.basis.z,global_position)
                          
                          	var RAY_LENGTH = (cam.global_position - global_position).length()*1.1
                          	var mousepos = get_viewport().get_mouse_position()
                          
                          	var origin = cam.project_ray_origin(mousepos)
                          	var end = origin + cam.project_ray_normal(mousepos) * RAY_LENGTH
                          	var query = PhysicsRayQueryParameters3D.create(origin, end)
                          	query.exclude = [self]
                          	query.collide_with_areas = true
                          	var intersect = temp_plane.intersects_ray(end, cam.global_transform.origin-global_position)
                          	if intersect:
                          
                          		ball_position_changed.emit(bone_index, intersect)
                          		print("interset click1: ", intersect)
                          		ball_clicked.emit(position)

                          Clicking the ball that is not related to bones prints out position that is close to real position of the ball.

                          interset click0: (0, 0.959433, -1.63808)
                          interset click1: (0.03866, 0.905366, -1.619112)

                          But when i click the ball that is attached to bone, the ball jumps to some arbitrary location and prints out that wrong location.

                          While i was writing this, i figured it out i think.

                          Previously on garbanzo..

                          func _on_ball_position_changed(bone_index, bone_pos):
                          
                          	skeleton_3d.set_bone_pose_position(bone_index,bone_pos)
                          
                          	pass

                          Working code:

                          func _on_ball_position_changed(bone_index, bone_pos):
                          	
                          	var pos =  bone_pos * skeleton_3d.global_transform
                          	skeleton_3d.set_bone_pose_position(bone_index,pos)
                          
                          	pass

                          So the problem was the transforms3d as per usual..
                          Another culprit is that skeleton_3d.get_bone_global_pose and skeleton_3d.set_bone_pose_position work in local coord space relative to skeleton.

                          But.. as per usual, some things are still not working.. 😃.. In the video i try to move the child-bone and this messes up everything.. mowing root-bone works as expected.

                          Still need to work on the child node manipulations..

                          • xyz replied to this.

                            xyz

                            func get_bones():
                            	var bone_count = skeleton_3d.get_bone_count()
                            	
                            	if bone_count <1:
                            		return
                            	for b_index in range(0,bone_count-1):
                            		
                            		var b_pos = skeleton_3d.get_bone_global_pose(b_index)
                            		var pos =  skeleton_3d.global_transform * b_pos * global_transform
                            
                            		var new_ball:Ball = ball.instantiate()
                            		new_ball.ball_position_changed.connect(_on_ball_position_changed)
                            		new_ball.bone_index = b_index
                            		new_ball.cam = cam
                            • xyz replied to this.

                              kuligs2 This is initialization but balls of child bones are moving when you move a parent ball. How do you update this?

                                xyz

                                func _on_skeleton_updated():
                                	pass
                                	
                                	for child:Ball in ball_nodes.get_children():
                                		var b_pos = skeleton_3d.get_bone_global_pose(child.bone_index)
                                		var pos =  skeleton_3d.global_transform * b_pos * global_transform
                                		child.global_transform = pos

                                Tomcat Blend shapes are per-vertex animation technique. It has nothing to do with what is happening here. Even skeletal mesh animation is not relevant. The problem very likely boils down to faulty transform calculations.