Hi!
After some time I'm back with another question :3
Recently I faced some issue with imported animations.
I created simple animation in Blender for my (also simple) chest model. Animation is actually just rotation (it's chest open/close animation) with some "bounce" like effect (added in blender by keyframes + interpolation). I exported my chest with animations to glTF2.0 format and then imported to Godot (same as I already did for many other models).
And now there is some issue I see. Animation is imported mostly fine, but it's accuracy seems very bad. When I play "close" animation from my .glb file even in default Windows app to view 3D models animation looks smooth and almost the same as in Blender, but when I play "close" animation imported in Godot, animation doesn't seems to be smooth (especially bounce part seems to be very laggy) and what is more after animation is finished chest even doesn't end up closed (it's almost closed, but not fully, there is some gap).
I tried to change import settings, change optimizer properities and even disable optimizer at all, but it doesn't seems to have much effect since animation seems very similar anyway.
Does anyone faced similar issue? Is there any way to make it working better?
It's strange because this is actually very simple animation, just rotation around one axis. I could make it even in Godot animation editor directly (and I did at the beginning), but I wanted to give it more natural look (because just simple linear rotation looks bad), however because of that accuracy issue it looks even worse now :c
Thank you for your answer in advance.