I spending this days trying to import the adobe maximo models and animation, but this importing system really don’t make me feel good. I can’t properly editing anything inside godot that only some basic setting that easily broken everything. When I’m trying to add a new animation to an existing set its fails forcing me to re-do everything from begin. How can this make sense? Really I can’t have an open animation library? Do I really need to redo everything everytine if I wish adding new animations? What do I missing to this process?

  • banana_meccanica@feddit.itOP
    link
    fedilink
    arrow-up
    1
    ·
    1 year ago

    So far seems that when you need a new animation you can’t add it at pre existing library. And new animation need as well to be converted as library to work with the skeletron.

  • Rodeo
    link
    fedilink
    arrow-up
    1
    ·
    1 year ago

    Godot really sucks for editing and creating 3D animations. Use blender or whatever 3D DCC you like to make changes, and reimport it every time.

    If you import process is complicated you can write a script for it. Class ImportPlugin iirc.

    • banana_meccanica@feddit.itOP
      link
      fedilink
      arrow-up
      1
      ·
      1 year ago

      Thanks for reply. Yes I actually feel very frustraded with the process, not having the control need it inside Godot and be forced to using outside software is annoy, and it is also the refresh imports process that sometimes can become messy and buggy. Still believe in doing something exclusive on Godot, making a skeletron3D, animations with 3Dbones nodes scripted in the animationplayer with somehow apply a functional mesh and import only meshes to the project.

      • Rodeo
        link
        fedilink
        arrow-up
        2
        ·
        1 year ago

        I think you’re going to have a really hard time with that approach, especially if the models are complex enough to need any weight painting. Godot can’t do weight painting.