gltf seperate textures did not change anything. But I got one step further. I had to set typ of boneBlender to Skeleton, than my script does not complain about extends Skeleton any more. I don't really understand why as the script is on node Armature.
But, it does not finde BoneUnten and get_bone_count returns 0. ??
I had set all bones to typ "Bone attachment", which was probably wrong. Setting to "physical bone" also gives bone_cnt = 0.
extends Skeleton
# Declare member variables here. Examples:
# var a = 2
# var b = "text"
var boneId
# Called when the node enters the scene tree for the first time.
func _ready():
boneId = get_node(".")
boneId = find_bone("BoneUnten")
print("bone unten: ", boneId)
print("bone name: ", get_name ( ))
print("bone cnt: ", get_bone_count())
pass # Replace with function body.
Result:
--- Debugging process started ---
Godot Engine v3.2.3.stable.custom_build - https://godotengine.org
OpenGL ES 3.0 Renderer: Mesa Intel(R) HD Graphics 530 (SKL GT2)
bone unten: -1
bone name: Armature
bone cnt: 0
skel id: [Skeleton:1199]
BoneUnten id: [Object:null]