fix(characters): preserve all animation tracks in GLTF runtime loading
remove_immutable_tracks=true (default) strips bone tracks where keyframes match rest pose, removing 80%+ of tracks and causing T-pose. Editor import uses false; runtime must match. Closes T-pose bug where animations reported playing but model stayed rigid.
This commit is contained in:
@@ -40,8 +40,9 @@ static func load(glb_path: String) -> Node3D:
|
||||
print(" Animations: %d" % gltf.get_animation_count())
|
||||
print(" Meshes: %d" % gltf.get_mesh_count())
|
||||
|
||||
# Generate scene
|
||||
var scene = gltf.generate_scene(state)
|
||||
# Generate scene — remove_immutable_tracks=false preserves all bone
|
||||
# animation tracks (default true strips tracks where rest==pose → T-pose).
|
||||
var scene = gltf.generate_scene(state, 30, false, false)
|
||||
if not scene:
|
||||
print("GLBLoader: failed to generate scene")
|
||||
return null
|
||||
|
||||
Reference in New Issue
Block a user