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rigged models display strange scale and lose sync with skeletons when switching tabs

Open ianmckenna87 opened this issue 1 year ago • 1 comments

Tested versions

4.4 dev3

System information

Godot v4.4.dev3 - Windows 10.0.22631 - Multi-window, 1 monitor - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 4060 (NVIDIA; 32.0.15.6094) - 12th Gen Intel(R) Core(TM) i5-12400F (12 threads)

Issue description

rigged meshes with a skeleton change to an odd scale and display odd syncing with skeletons when changing tabs in the editor. this is fixed when reloading the scene but appears to be a new issue with 4.4

Steps to reproduce

set a rigged model (possibly requires an animation player) to editable children, switch scenes in editor.

Minimal reproduction project (MRP)

image

ianmckenna87 avatar Oct 04 '24 14:10 ianmckenna87

having this issue, my mesh is not matching the skeleton. I don't have the scale issue though. Happened since upgrading to v4.4.dev3.mono.official [f4af8201b]

Images are before, and after changing scene tab. image image

Mopzilla avatar Oct 05 '24 05:10 Mopzilla

Model was imported as FBX.

image image

When running the game it works.

Probably not related: Do we have to apply fbx units scale when exporting from Blender?

TAGames avatar Oct 08 '24 07:10 TAGames