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Better collada doesn't properly export when there's several armatures on the same mesh

Open ca3games opened this issue 7 years ago • 3 comments

I have a female character, the body is rigged with the blender default human rig, and the hair of her is rigged with another armature parented to the head bone.

azuka.new.zip

It works great on blender, but when I export to godot the hair doesn't become parented properly.

I already tried to test this on unity as well and the same problem appears, it seems is not just a godot issue.

ca3games avatar Sep 27 '18 21:09 ca3games

The Hair apature is parented to Spine.006 in Blender but in the DAE file there is no hair bones under Spine.006. Looks like this exporter doesn't support bone parenting. You'll have to merge armatures into one or use object parenting. This export from my exporter, which supports bone parenting, will import into Unity correctly but Godot rejects it. azuka.zip

gregdavisd avatar Sep 29 '18 14:09 gregdavisd

Line 1002: if (armcount > 1): self.operator.report( {"WARNING"}, "Object "{}" refers " "to more than one armature! " "This is unsupported.".format(node.name))

1000h avatar Oct 01 '18 00:10 1000h

That warning wasn't triggered because the azuka file doesn't actually have multiple armatures per mesh. It has one armature for the body and another armature for two separate hair meshes.

gregdavisd avatar Oct 01 '18 09:10 gregdavisd