fix: create proper Idle animation in Godot when GLB export loses tracks
The Blender GLTF exporter was stripping animation tracks (only 1 of 51 channels survived export). Now SkinnedPlayerModel detects this at runtime and creates a proper Idle animation programmatically using Godot's Animation API with 5 bone tracks (Spine, Arms, Neck, Hips). Also switched model_path back to miku_rigged_final.glb since the re-export wasn't adding usable animations.
This commit is contained in:
@@ -147,7 +147,7 @@ func _spawn_player(pid: int) -> CharacterBody3D:
|
||||
# Local player: use skinned Miku model with animations
|
||||
var skinned = load("res://characters/skinned_player_model.gd").new()
|
||||
skinned.name = "SkinnedModel"
|
||||
skinned.model_path = "res://assets/characters/skins/miku_rigged_animated.glb"
|
||||
skinned.model_path = "res://assets/characters/skins/miku_rigged_final.glb"
|
||||
skinned.position = Vector3(0, 0.0, 0)
|
||||
skinned.first_person_mode = true
|
||||
player.add_child(skinned)
|
||||
|
||||
Reference in New Issue
Block a user