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Skeleton unit scaling is awkward #20
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Turns out that there's not much that can be done here as the bounding box size is based on the mesh, so even if we'd fix the scale issue on bones the bounding box may be rotated. I saw that the glTF importer transforms the mesh geometry itself but that's not ideal especially for blender files, as then you end up with nodes having scale=100 and all vertices being scaled to tiny. |
The transform to identity scale to the mesh geometry itself is part of the scene importer and independent of the importers. Also agree that this is really a rendering of Godot Engine issue and it's minor as this is used for culling (bug?) and editor debug. |
I'd probably close the issue as I have no approaches for fixing this. |
Yeah every approach has it's downsides, I'd consider this a Godot Engine issue as well. |
Yeah would need something similar for 3D probably, one solution is to just calculate maximum distance from bone to vertex and estimate the skeleton AABB by approximating bone sizes as such. Adding some fudge factor it works in practice. |
Issue description
Importing small meshes exported from Maya with 1cm units causes the model to be loaded correctly as tiny, but the bounding box is massive as the
Skeleton3D
itself it not scaled, but only the root node within.Could try to scale the
Skeleton3D
node itself, but then we need to be careful to compensate for that in animations etc. alternatively we could bake the scaling into the root node, but that had some issues as well and will require us to have an unnecessary node.Steps to reproduce
ufbx/data/maya_game_sausage_7500_ascii_combined.fbx
Minimal reproduction project (For SDK or engine issues)
No response
Using a released version?
0b874ae
What OS? Any other relevant information? (godot-ufbx revision, Godot revision, System information)
Windows, Godot 4.2 master
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