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16+ Gb ram used when click on imported Skeleton #38912

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danilw opened this issue May 21, 2020 · 3 comments
Closed

16+ Gb ram used when click on imported Skeleton #38912

danilw opened this issue May 21, 2020 · 3 comments

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@danilw
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danilw commented May 21, 2020

Godot version:
3.2.1 stable

OS/device including version:
Linux

Issue description:
I have import complex skeletons and they work fine, animations and loading work without problem.
When I click on its Skeleton Godot Editor use 16+ Gb ram (I kill it on 16gb ram usage), ofc I do not need click on skeleton in Godot editor, but if I missclick I can lost not saved changes... so its scary.
I add simple model where its hapened as example, I use much more complex models. (this example can be opened fine in Blender)

Steps to reproduce:
download
axtmp.glb.zip
and open it in Godot, then click on Skeleton - 16+ Gb will be used

Minimal reproduction project:
axtmp.glb.zip

@nathanfranke
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I can reproduce this in master (0b8cb94)

Manjaro 20.0.1 KDE

Definitely needs a fix and should be backported to 3.2

@akien-mga
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On phone now so it's not convenient to lookup, but this is a duplicate. There's a PR by @fire that aims to fix it by changing the Skeleton editor.

@Calinou
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Calinou commented May 21, 2020

Duplicate of #35652.

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