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import/export issue of scene (attached) #1077
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I got the exact same problem running the latest version of godot on linux |
Removing of all shape keys from all meshes fixed a problem for me. |
make sure that does it still fail that way? |
On Fri, Jan 2, 2015 at 8:06 PM, Juan Linietsky notifications@github.com
Eerythig is fixed as I remove shape key from body mesh.
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that's strange, do you have a blend file that breaks? On Fri, Jan 2, 2015 at 4:43 PM, Sergey Lapin notifications@github.com
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Uploaded test scene and .blend file: http://ossfans.org/shapekeys-bug.tgz |
Bump! |
that blend file works fine for me, and I believe issue is not platform related. The DAE character on the other hand doesn't work, does not. Maybe you did something with the blend, that we can't recreate? |
I get skeleton into pose mode, select all bones,set timeline to 0, select Got advice to disable 'Apply modifiers' too, will check that On Mon, Feb 2, 2015 at 10:48 PM, TheoXD notifications@github.com wrote:
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No, nothing works - Godot just crashes on import of .dae. I did just as described, set timeline to 0, exported to Better Collada, On Mon, Feb 2, 2015 at 11:04 PM, Sergey Lapin slapinid@gmail.com wrote:
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How can I disable SIGSEGV trap so I can get proper backtrace? |
Finally, backtrace:
On Tue, Feb 3, 2015 at 12:35 AM, Sergey Lapin slapinid@gmail.com wrote:
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This all is quite strange, as I can't find any corrupted pointer there... On Tue, Feb 3, 2015 at 5:13 AM, Sergey Lapin slapinid@gmail.com wrote:
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Valgrind report:
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full report is at http://ossfans.org/godot-valgrind.txt |
This relates us to the code: glClearColor(0,0,0,1);
//glClearDepth(1.0);
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
skinned_buffer_size = GLOBAL_DEF("rasterizer/skinned_buffer_size",DEFAULT_SKINNED_BUFFER_SIZE);
skinned_buffer = memnew_arr( uint8_t, skinned_buffer_size ); So we have overflow of skinned_buffer_size. Whatever that is. |
DEFAULT_SKINNED_BUFFER_SIZE = 2048 * 1024 *2 resolves crash issue. |
Well, about skeleton issue - I finally narrowed-down a proble, so I have 2 versions of .dae file, one which
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Actually, I don't see any problem with output Collada - just less animation channels and geometries comparing to non-working version. So I think it is importer issue. Probably, some overflow somewhere. |
What's the status on this issue @slapin? |
Will test it and report back On Thu, Nov 5, 2015 at 4:04 PM, Rémi Verschelde notifications@github.com
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Did you have the opportunity to test it? |
Well, I can't make morph targets work in the engine, but no longer get On Thu, Mar 24, 2016 at 1:36 PM, Rémi Verschelde notifications@github.com
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I'm experiencing the same outcome with my scene, so I'm very interested in the outcome of this issue and helping in anyway I can to resolve this. I am also experiencing an issue I suspect is caused by this as well and is discussed in the following closed issue: imported shape keys lose smoothness #1335 details
Once imported, the meshes with blend shapes are flat shaded and when the animation is played, one of the four meshes is unaffected by the skeleton. The unaffected mesh has blend shapes. |
I have reported that skeleton + morph currently don't work at all, but I On Wed, Apr 6, 2016 at 12:25 PM, dfuller notifications@github.com wrote:
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I was attempting to reproduce skeleton + morph issue today on 2.1 and I see something slightly different. It looks like the failure is purely a result of the complexity of the model at this point. All the mockups seem to be fully functional. I've added independent sub-objects with armature parents. I've added textures which fail to load. I've added unweighted sub-meshes. I've added multiple shape keys and it still works. The singular thing I've found which reproduces the problem is to subdivide the mesh above about 10k quads. My standard cube scene works. My 3k-quad cube works. The 49k-quad cube does not. |
First of all thank you for your report and sorry for the delay. We released Godot 3.0 in January 2018 after 18 months of work, fixing many old issues either directly, or by obsoleting/replacing the features they were referring to. We still have hundreds of issues whose relevance/reproducibility needs to be checked against the current stable version, and that's where you can help us. For bug reports, please also make sure that the issue contains detailed steps to reproduce the bug and, if possible, a zipped project that can be used to reproduce it right away. This greatly speeds up debugging and bugfixing tasks for our contributors. Our Bugsquad will review this issue more in-depth in 15 days, and potentially close it if its relevance could not be confirmed. Thanks in advance. Note: This message is being copy-pasted to many "stale" issues (90+ days without activity). It might happen that it is not meaningful for this specific issue or appears oblivious of the issue's context, if so please comment to notify the Bugsquad about it. |
@akien-mga Godot 3.0, OSX 10.12
Import seems to have failed on first try. However I could not load the scene: And so do not have enough information to reproduce this error. @slapin Can we have a re-export of the scene for the latest Godot version please? |
Well, the problem with skeleton + blend shapes is still observed by people, see I can't do that stil with Godot 3.1. So problem still there after all these years. |
This looks like fixed in recent months in 3.1 (but still there is a lot of room for improvement) Feel free to close if you want. |
Thanks! |
This is very uncanny bugreport, but anyway....
This is exported scene (I can share .blend file, too, if needed).
https://drive.google.com/file/d/0B4V1-hQaFzrvRzFuazlkNXVXSU0/view?usp=sharing
In blender everything is OK - all meshes moving according to skeleton:
https://drive.google.com/file/d/0B4V1-hQaFzrvcUIxMVRKY1JJMFk/view?usp=sharing
But when imported to godot, main mesh refuses to obey to skeleton:
https://drive.google.com/file/d/0B4V1-hQaFzrvVmxpaVhWZ01GXzQ/view?usp=sharing
What am I doing wrong?
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