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"Create Physical Skeleton" skips final bone in chain #57038

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rcorre opened this issue Jan 21, 2022 · 4 comments
Closed

"Create Physical Skeleton" skips final bone in chain #57038

rcorre opened this issue Jan 21, 2022 · 4 comments

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@rcorre
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rcorre commented Jan 21, 2022

Godot version

3.4.2.stable.arch_linux

System information

Linux 5.16.0-arch1-1

Issue description

When generating a physical skeleton, godot seems to skip bones at the end of a chain:

1642771932

Note that Head and Lower{Leg,Arm}.{L,R} are missing in Godot.

If I add a "Foot" bone at the end of each Leg, now LowerLeg.{R,L} are generated, but the feet are not.

Steps to reproduce

  1. Create a skeleton in blender
  2. Export to godot
  3. Open scene
  4. Select the Skeleton node
  5. Click "Create Physical Skeleton"
  6. Note that "leaf" bones are missing

Minimal reproduction project

example.zip

@TokageItLab
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Duplicate of #32393. It is not Godot's bug.

@Calinou
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Calinou commented Jan 21, 2022

Can't we modify Godot to display leaf bones (perhaps in a different color)? I feel not doing so adds a lot of confusion, so we should look into resolving this for once and all (on top of mentioning it in the documentation).

Edit: Disregard the accidental close/reopen below.

@TokageItLab
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TokageItLab commented Jan 21, 2022

If the leaf bone information is missing in the glTF, I think it is impossible. And if so, should fix blender's glTF exporter.

@rcorre
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rcorre commented Jan 22, 2022

Dupe of #32393 (comment)

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