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"Fix Silhouette" in Retargeting does not work well on models other than A-pose or T-pose #65656
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@TokageItLab I typed up the bug report. |
@fire I don't know what "missing conversions" you are talking about. |
Yes. Some bones are unable to be matched while not in A-pose or T-pose. We should do something but allowing the animation to pass is not that great. |
I don't see this as a critical bug, well, I will look when I have time whether the algorithm can be improved. |
I tested this model and it technically works now that #76499 is merged., However, the problem with this model is it contains several bones which do not fall under Godot's SkeletonProfileHumanoid and animates those bones, so any attempt to share this animation with other models might miss some data. Perhaps we should close this issue and open a different one about handling animation of non-humanoid bones |
This issue is still somewhat relevant I believe, unless I'm missing something. Often animation packages come with a base model that's in a normal bind pose and then a bunch of individual files that only contain a single animation track that has no typical bindpose. I believe a simple fix to this issue for most cases would be the option for Fix Silhouette to utilize the bone transform values from a target model (and show an error if the target is not a matching rig). This would allow it to fix the animation based on that target's bind pose instead of its own. |
I remember having several conversations with @lyuma about it. There must be some way to select the animation before retargeting. |
Godot version
200b9cd
System information
Windows 11, GLES3, RTX 3000
Issue description
https://sketchfab.com/3d-models/valora-twitch-prime-emote-c430ff2028744abfa132774b0771f25d
Steps to reproduce
Minimal reproduction project
valora__twitch_prime_emote.zip
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