My objective is the following:
- Download Mixamo Animations and use them as a Godot Animation Library
- Create a Rig/Armature in Blender and reimport it within Godot as a Godot Skeleton (BoneMap)
- Use the Animation Library I mentioned earlier with my custom model.
Everything works well except for the arms. For some reason each arm translates towards their opposite directions:
I'm not sure what I'm doing wrong. The only way I get it to work is by using my custom model in Mixamo and downloading animation using that model. I thought the model wouldn't matter as long as the skeleton adheres to Godot's Bone layout.
Let me share my workflow, hopefully somebody notices something I'm doing wrong.
My Custom Character's Blend File:
If we look at my character's Blend File (Not Mixamo Files), this would be my character's setup:
When exporting my custom rig, I use the following GLB export settings:
In Mixamo
I download the YBot in Tpose (No other Animations)
And then I download the animations I need with the following settings:
Mixamo to Blender
I import both the T-Pose YBot which I use to store all the animations, and I put each animation into one collection called Animations:
I then start adding individual animations into the YBot Armature:
I then export the YBot T-Pose model with its new animations with the same GLB Export settings I mentioned above.
Godot
After importing both custom model and mixamo animations into Godot (from Blender), I make sure to reimport both glb files after setting a BoneMap to SkeletonProfileHumanoid.
Custom Model
Mixamo Animations Model
Making Animation Library
First I open the AnimationPlayer attached to my Mixamo Animations Scene and do the following:
- Press Manage Animations
- Make Unique
- Save File
Afterwards I create an AnimationPlayer for m custom character scene:
- Press Manage Animations
- Press Load Library
- Make Unique
After all this, I get the image I shared above:
I'm not sure what I'm doing wrong?