I'm not sure if this is a general issue or 3D so I write here. I'm using the latest RC 7 of 3.x.
I have imported a gltf2 mesh from Blender to Godot without issues, then saved the import as tscn with a KinematicBody root. I tested it and the animations are playing fine. I placed a CollisionShape
into the root too (it's a capsule but that doesn't matter).
I got the "genius" idea to place everything (beside the KinematicBody, since it's the root) inside the CollisionShape
because I might change what shape I'm using. I thought it would be easier if I could rotate/translate the whole collision together with the mesh, so I don't have to bother with it separately. (I know I could rotate the root, but that rotates the camera that I want to attach to it too and I don't want that.)
When I moved everything inside CollisionShape, I got tons of red output messages for every bone that look like this:
(Node not found: "CollisionShape/Armature/Skeleton:legIK.R" (relative to "/root/EditorNode/@@580/@@581/@@589/@@591/@@595/@@599/@@600/@@601/@@617/@@618/@@627/@@628/@@6060/@@5899/@@5900/@@5901/@@5902/@@5903/Knight/CollisionShape").)
On Animation: 'AnimIdle', couldn't resolve track: 'CollisionShape/Armature/Skeleton:legIK.R'.
All the animations broke at this point. Moving things back out of the shape didn't fix the issue and I had to reload the scene. (edit: I tested more and it doesn't matter what the node is. Moving the others inside a new Spatial node also breaks the animations.)
This is not all. I also was experimenting with an AnimationTree. I tried to make a state machine as root with animations. After the skeleton broke, trying to play any animation state would completely kill the performance in the editor until I delete the animation that's playing. The reason for that though is that Godot then prints the same message as output:
scene\animation\animation_tree.cpp:862 - Condition "!track_cache.has(path)" is true. Continuing.
I can imagine that everything I was trying to do is wrong and this is not how I should set things up (I'm new) but I wonder if this is a bug that I should report, or just learn how to do stuff correct?
EDIT: Moving only the animation player out back to the root fixed the animations breaking, though I still had to restart the Godot editor.
EDIT2: This seems to be an old bug, but I'm not sure it ever got reported