Description
Tested versions
Reproducible in 4.3.beta2
System information
Godot v4.3.beta2 - Windows 10.0.22631 - Vulkan (Mobile) - dedicated NVIDIA GeForce GTX 1660 SUPER (NVIDIA; 32.0.15.5599) - Intel(R) Core(TM) i7-10700F CPU @ 2.90GHz (16 Threads)
Issue description
When any Blender file or GLTF file (haven't tested others) is imported, if the file contained multiple skeletons, they cannot have bones with the same names as each other. e.g., if a file contained Skeleton1
and Skeleton2
, they cannot each have a Head
bone. One of them gets sanitized by Godot into Head_2
. The naming sanitation conflict resolution for bones is applied on a file level as opposed to on a skeleton level.
This makes it impossible to author multiple characters, or pieces of clothing in the same file without messing up the consistency of their bone names, which a lot of character tech relies on.
This is a Godot issue, not an issue from the exporting program, because the actual GLTF file contains the correct bone names.
Steps to reproduce
- Open up the attached project's
test.tscn
, and inspect each imported skeleton. Note that one of them has incorrectly renamed bones suffixed with_2
. - Now open up the GLTF file in a text editor. Note that the bones in each skeleton are correct.