godot
godot copied to clipboard
Imported GLB model distorted when running the game in 4.3
Tested versions
v4.3.stable.mono.official [77dcf97d8]
System information
Godot v4.3.stable.mono - Windows 10.0.22631 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 4080 (NVIDIA; 32.0.15.5599) - AMD Ryzen 9 7950X3D 16-Core Processor (32 Threads)
Issue description
In Godot 4.3 my imported model is distorted when running the game. I have a model imported as GLB from Blender and added to a 3d scene. I also added a camera. In editor everything looks fine:
Also the camera preview looks fine.
But when I run the game, the model is distorted, e.g. the body gets scaled up a lot while the hands and eyes move but retain their scale.
This same scene works just fine in Godot 4.2.
Steps to reproduce
Open the MRP in both Godot 4.2 and Godot 4.3, run the node_3d.tscn scene to see the results.
Minimal reproduction project (MRP)
Bisecting points to #93502 as the culprit, @TokageItLab
Can't reproduce this issue in current master, maybe it has been fixed by https://github.com/godotengine/godot/pull/97489. Please check 4.4.dev3 or wait backporting for 4.3.1.
I can still reproduce this in 4.4.dev3. I'll stick with Godot 4.2 for now.
I also can reproduce this issue in v4.4.dev3.official [f4af8201b] and latest master v4.4.dev.custom_build [4c4e67334], @TokageItLab can you double check from your end?
https://github.com/user-attachments/assets/5f2c3bb1-82de-45a9-905b-0fdc563ec9e3
Can confirm on v4.4.dev.custom_build [4c4e67334]
Ah I see why I could not reproduce it, it seems that this problem does not occur when Editable Children is enabled.
However, I suspect this is separate from the process issue. Because MeshInstance is not assigned a SkeletonPath, and I assume it is because it is a child of BoneAttachment. (Although I am puzzled as to why this has worked without Skeleton path until now...) So I think this is a problem that should be solved by the importer. cc @fire @lyuma