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Animated bone sometimes rotates 360°
Tested versions
| Godot v4.3.stable.steam [77dcf97d8] | Godot 4.4-rc1 | Blender 4.2.6 | |
|---|---|---|---|
| Advanced Import | 🐞bug | 🐞bug | ☀️no bug |
| Normal AnimationPlayer | ☀️no bug | 🐞bug | ☀️no bug |
System information
Godot v4.3.stable (77dcf97d8) - Windows 10.0.19045 - Vulkan (Forward+) - dedicated AMD Radeon RX 6800 XT (Advanced Micro Devices, Inc.; 32.0.12033.1030) - AMD Ryzen 9 5900X 12-Core Processor (24 Threads)
Issue description
My forearm rotation looks fine in Blender.
In Godot 4.4 however, the forearm rotates 360 degrees in both the Advanced Import Settings Preview and the AnimationPlayer in a scene.
The same bug is not present when viewing it in a scene with AnimationPlayer in Godot 4.3 (possible regression?). I tried poking around at https://github.com/godotengine/godot/blob/394508d26dcf1b7a9362453f9009c07d969f1a7e/scene/animation/animation_mixer.cpp#L1403 but don't have a working C++ setup right now.
4.3 Advanced Importer
4.3 AnimationPlayer
4.4 Advanced Importer
4.4 AnimationPlayer
Steps to reproduce
- Open the example_project.zip
- Open
res://development/animation_test/test_animations.blendwith double click in "Advanced Import" - Select in scene view
Armature | mixamo_com | Layer0_001 Retarget - Scrub animation bar back and forwards (rotating 360 degrees)
- Observe right forearm rotation
- Close Advanced Import view
- Open
res://bug.tscn - Select AnimationPlayer in scene view
- Select animation
Armature | mixamo_com | Layer0_001 Retarget - Scrub animation bar back and forwards
- Observe right forearm rotation (rotating / not rotating depending on Godot version)