how to set clips on import settings for animation? whatever i do on import it only creates a single animation
Can you explain more about what you mean by setting clips? Is the animation in the original file on different layers/tracks or one timeline?
the animation is in one timeline there is an option on the import settings to seperate your animation into clips. however that doesnt do anything and the clips dont show up anywhere.
i ended up with duplicating the full animation a couple of times and setting the animation data by hand in the editor. wich is litterally a pain in the ass. splitting clips on import should be fixed
Can you send me one of the files? I haven't gotten to testing animation yet, but I would like to know if this actually works. Also, if it is broken, maybe we can get it fixed before I get further along in my game.
@cybereality said: Can you send me one of the files? I haven't gotten to testing animation yet, but I would like to know if this actually works. Also, if it is broken, maybe we can get it fixed before I get further along in my game.
sent
So I found what the problem was, but I could not fix it, at least with that file. But maybe you can with the original. Basically, for the clips to work, you need your original file to have only one animation, and it must be named "default". This seems odd to me, but that is what it says in the docs. https://docs.godotengine.org/en/stable/getting_started/workflow/assets/importing_scenes.html#clips
It is possible to specify multiple animations from a single timeline as clips. For this to work, the model must have only one animation that is named default. To create clips, change the clip amount to something greater than zero. You can then name a clip, specify which frames it starts and stops on, and choose whether the animation loops or not.
@cybereality said: So I found what the problem was, but I could not fix it, at least with that file. But maybe you can with the original. Basically, for the clips to work, you need your original file to have only one animation, and it must be named "default". This seems odd to me, but that is what it says in the docs. https://docs.godotengine.org/en/stable/getting_started/workflow/assets/importing_scenes.html#clips It is possible to specify multiple animations from a single timeline as clips. For this to work, the model must have only one animation that is named default. To create clips, change the clip amount to something greater than zero. You can then name a clip, specify which frames it starts and stops on, and choose whether the animation loops or not.
@cybereality said: So I found what the problem was, but I could not fix it, at least with that file. But maybe you can with the original. Basically, for the clips to work, you need your original file to have only one animation, and it must be named "default". This seems odd to me, but that is what it says in the docs. https://docs.godotengine.org/en/stable/getting_started/workflow/assets/importing_scenes.html#clips
yeah i allready found that too, i have no idea on how to name the animation "default" but that shouldnt be necessary to call your animations "default"
lol i finally got an answer from cinema4d about glt exporting they admitted the gltf exporter is completely broken. not bad for a program that costs over 3000$ so glad i switched to blender as 3dapp