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importing .gltf not importing meshes when more than 4 weight groups are assigned to vertex #54916

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Rbetik opened this issue Nov 12, 2021 · 5 comments

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@Rbetik
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Rbetik commented Nov 12, 2021

Godot version

3.4

System information

os

Issue description

When importing mesh with weight paint, when more than 4 bones are assigned to vertex, imported mesh is empty with
"a.has("JOINTS_0") && a.has("JOINTS_1") warning thrown.

In previous versions (as far as i rembember 3.0, all the way to 3.3.4, this worked by just trimming extra (above 4) bone weights.

It is probably better to force hard limit to 4 to ensure proper behavior, but some more descriptive information about what is happening would be helpful.

Steps to reproduce

  1. import .gltf with weight painted model such, that more than 4 bones are assigned to one vertex

Minimal reproduction project

https://github.com/Rbetik/weight_paint_import_bug

@fire
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fire commented Nov 12, 2021

The behaviour changed because the backport of the Godot 4 code supports 8 bone weights.

I think I have a pr for normalization, but let me check.

@fire
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fire commented Nov 12, 2021

If you wish, you can try using #48360 to make a new pr to handle importing meshes with more than 4 weight groups.

@TokisanGames
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This should be fixed by #61912, which is in 3.5-rc4. Rc3 and prior does import the mesh, however it strips out the material slot, leaving the mesh invisible. Rc4 imports models exported from blender w/ the >4 bone weights option enabled. We can confirm Rc4 works with our model as discussed in #62403.

@fire
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fire commented Jun 25, 2022

Is there anything left as a release blocker?

@akien-mga
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Fixed by #61912.

@akien-mga akien-mga modified the milestones: 3.4, 3.5 Jun 25, 2022
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