2022-03-18 17:46:08 +01:00
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Skeleton
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========
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2023-01-12 20:16:00 +01:00
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![](img/armature.jpg
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2022-03-18 17:46:08 +01:00
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Rest Bone
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---------
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Armature object in Blender is exported as a Skeleton node along with
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rest position (transform in Godot) of bones.
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2023-01-12 20:55:57 +01:00
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Warning:
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2022-03-18 17:46:08 +01:00
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The three check boxes :code:`Inherit Rotation`, :code:`Inherit Scale`,
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:code:`Local Location` (colored in red) must be ticked when building
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armature in Blender, so that the exported bone transform be
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consistent between Blender and Godot
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It is important that the mesh is not deformed by bones when exporting in Blender. Make sure
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that the skeleton is reset to its T-pose or default rest pose.
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Bone Weights
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------------
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Blender put rigged mesh vertices which has no bone weights at its original
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position, but these vertices would be placed at (0, 0, 0) in Godot, making the mesh
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deformed. Therefore, the exporter would raise an error for any vertex with no bone weights
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detected in a rigged mesh.
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Non-Deform Bone
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---------------
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Note that the non-deform bone can be configured as not exported
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by enabling the :code:`Exclude Control Bones`; the deform bone
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checkbox is shown in the picture.
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Bone Attachment
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---------------
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A bone can be the parent of an object in Blender; this relation is exported
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as a BoneAttachment node in the Godot scene.
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