You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
Selecting a BoneMap during import should have no visual impact on the imported mesh. However, the Overwrite Axis option (selected by default, and required for effective cross-model retargeting) seems to be visually breaking these models.
The attached project has converted FBX files (90 degree rotation, 100 scale) from KenneyNL
Diasbling Overwrite Axis makes the imported model work.
Steps to reproduce
open the attached project
note that the two models look different
the model not at origin is the same gltf but imported with BoneMap default settings.
As I mentioned in Contributors chat, those models seem to be broken to begin with.
These models are not displaying the SkeletonGizmo correctly, and the correct visual angles are impossible to calculate because the visual angles inferred for the reatrget are calculated the same way as for the gizmo. I think some rest related value is broken.
Godot version
4.1.dev 0a0132c - also present in 4.0 but broken slightly differently
System information
Godot v4.1.dev (0a0132c) - Windows 10.0.19044 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3090 () - Intel(R) Core(TM) i9-9900K CPU @ 3.60GHz (16 Threads)
Issue description
Selecting a BoneMap during import should have no visual impact on the imported mesh. However, the Overwrite Axis option (selected by default, and required for effective cross-model retargeting) seems to be visually breaking these models.
The attached project has converted FBX files (90 degree rotation, 100 scale) from KenneyNL
Diasbling Overwrite Axis makes the imported model work.
Steps to reproduce
Minimal reproduction project
fbx_conversion_retarget_broken.zip
The text was updated successfully, but these errors were encountered: