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Blender asset import creates a new bone for every object parented to same bone #75917

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@smix8

Description

@smix8

Godot version

c3ed7af

System information

Windows 10

Issue description

When importing a Blender 3D asset the Godot asset importer creates a new bone and a new BoneAttachment3D for each object that was parented to a skeleton bone, e.g. each mesh item. Even if this behavior is wanted there is imo a bug when 100 objects are parented all to the very same bone in Blender the Godot importer adds +100 additional bones instead of just one extra bone.

This can result in a very excessive amount of extra bones on complex skeletons with many attachments for e.g. character customization. As mentioned in related #75915 having so many extra bones is slow to work with and consumes performance for mostly nothing.

Godot 3 did not add extra bones for each bone attachment but this was apparently changed to solve other bugs with bone index shuffling like #64512 and #61641.

Steps to reproduce

  • Open the attached Blender test file (was made with Blender 3.40)
  • See both meshes are parented to the same bone.
  • Copy blend file to Godot and let importer run.
  • See that Godot created two new extra bones that did not exist in the original skeleton.

Minimal reproduction project

BlenderTestFile.zip

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