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Using animation slicing when importing a .glb or .blend file seems to break the Save to File option for that animation entirely, resulting in no file being saved by any part of the animation regardless of settings. Setting the slice count to 0 works around this, but that naturally means that the Save to File option is currently unusable when slicing is necessary. Also confirmed to occur on v4.2.dev5.mono.official [e3e2528].
Steps to reproduce
Add .glb or .blend file with any animation to a project.
In the advanced importer, set the slice count for any animation to 1 or more.
Set names, ranges, and file paths for each slice.
Select "Save to File" for any part of that animation.
Godot version
v4.1.1.stable.mono.official [bd6af8e]
System information
Godot v4.1.1.stable.mono - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3070 (NVIDIA; 31.0.15.3713) - 12th Gen Intel(R) Core(TM) i5-12400F (12 Threads)
Issue description
Using animation slicing when importing a .glb or .blend file seems to break the Save to File option for that animation entirely, resulting in no file being saved by any part of the animation regardless of settings. Setting the slice count to 0 works around this, but that naturally means that the Save to File option is currently unusable when slicing is necessary. Also confirmed to occur on v4.2.dev5.mono.official [e3e2528].
Steps to reproduce
Minimal reproduction project
AnimationSliceNoExport 4.1.1.zip
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