You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
The Bones are found in the Skeleton Node and not in your "Armature" Spatial Node. Click on the Skeleton Node and you see all the Bone values in the Inspector Window.
The "Armature" named Spatial Node is just a relict from the import process. In fact all 6 Bones of your 3d model are included in the Skeleton Node. Your imported Animation track for the Leg.L Bone is playing and the models leg is moving.
It wouldn't make a difference here but if you encounter other issues with 3d exports better not use the ancient Collada .dae file format. Use glTF2.0 or the Godot Blender Exporter Addon for your 3D exports from Blender.
Godot version:
3.2.3
OS/device including version:
Nvidia GTX 650
GLES3
Issue description:
![image](https://user-images.githubusercontent.com/2453707/99215001-8c6d3400-2786-11eb-9fdc-339688f061ab.png)
When importing a rigged mesh bones are not there making it impossible to animate 3d meshes in Godot
Steps to reproduce:
Minimal reproduction project:
Bug-ModelBones.zip
The text was updated successfully, but these errors were encountered: