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Odd behavior in meshes with blendshapes when importing #54719
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Seems still valid in alpha 9, except the crash part. |
Still valid in alpha 13 (no crashing) Furthermore, I got the following errors while following along the steps in the video
After deleting (via Godot's FileSystem) all files except the environment, icon and *.glb file (ie. resetting to before test start), then going back to Godot project list and going back into project and trying to repeat the process, I get these errors
In the second try, setting the Save Paths was not possible -> they had the state "already saving". And the materials cannot be extracted, because they already were (well, the import-file thinks that). Therefore, re-importing is not possible anymore. I deleted test_character6.glb.import file (and test_character6.glb.unwrap_cache), then I could re-import it again. System
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I'm still a bit confused how blendshapes and meshes / materials are related. I think we should forbid extracting meshes unless either materials are extracted, or textures are extracted, or both, but I want to understand a bit more why this is happening. I can't find the issue (it's possible it wasn't filed as an issue yet), but I had a suspicion there's another major issue here in which the extract materials is extracting the uncompressed temporary textures used in the advanced import dialog. So that's also a related issue to look into. the extract workflows still have some bugs right now. There's another interesting issue here by the way. Reimporting a mesh with blendshapes is visible in the scene seems to cause some strange errors.
I will say I haven't run into the crash yet. I might not have played with this project enough, or perhaps the crash got fixed. I'll have to test more. The errors are strange. |
In RC5 I cannot quite reproduce the original issue (mesh not saving without etracting materials) nor the original crash. However, as lyuma notes, there is still some odd behaviour: If I create a new inherited scene from the .glb, then - with the inheriting scene open - attempt to reimport the .glb, it will leave Godot hanging at the "saving" pop-up. godot_glb_import_issues2.mp4If I delete the imported resources along with the .import file - or, alternatively move the .glb file into a new project - (that is, start over with the import process), and then import the file and extract the mesh resources, I cannot right click on the .glb and create an inherited scene. If I reimport, then I can right click and create an inherited scene - but this leaves Godot hanging. godot_glb_import_issues_edited.mp4Perhaps related to #74059 |
The blend weights issue seems to be related to how the The error is emitted by It seems that somehow, even though the Mesh resource has informed RenderingServer about the blend shapes and the surfaces, the Ultimately, the blend weights error seems like logspam and probably a red herring. In my case, I worked around the logspam by creating a new Mesh and switching the mesh instances to point to the new Mesh after it was fully created (that way nobody was connected to the Anyway not sure if this offers much insight into the actual issue, but since my research took me this far I thought I'd report back. |
Godot version
v4.0.dev.calinou [bd31af3]
System information
Windows 10, GLES3.0, Nvidia GTX 1060 6GB, Nvidia studio driver 471.68
Issue description
When importing a glb file, it seems that meshes with blendshapes are not saved as mesh resources, unless the materials are also extracted. Notice in the video that the "test_character6_body" mesh is not imported/saved in the first attempt. Only when importing a second time with extracted materials does the mesh resource show up in the file dock as a saved mesh resource. While extracting the materials allows the mesh with blendshapes to be saved, the resulting project crashes godot.
Godot.4.nightly.-.mesh.with.blendshapes.only.saves.with.extracted.materials.mp4
Steps to reproduce
Minimal reproduction project
Godot Nightly Blendshapes Import Test pre-import.zip
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