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smix8 avatar smix8 commented on May 27, 2024 2

Same as #75917

As stated in my original issue I still think that Godot 4 started to add extra bones to "fix" bone index bugs caused by Godot's own internals is super sloppy and was the wrong decision.

If a model has a lot of bone attachments it ends up with an exessive amout of unexpected bones that no one intended or needs except the Godot internals.

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KnightNine avatar KnightNine commented on May 27, 2024

@smix8
So they worked around the bugs instead of fixing it 💀
Wait, why is there no "remove_bone()" function in Skeleton3D for me to correct this programmatically?!?
oh noooooooooooo......

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KnightNine avatar KnightNine commented on May 27, 2024

In terms of looking for a way to remove these extra bones:

  • Option 1: I can clear_bones(), after I store a list of all bones (and their transforms) I want kept, and then re-add them?
    But will they still be animated after I do this?
  • Option 2: I could create a blender file without all the bone attachments and then programmatically assign the BoneAttachment3D nodes from my original file to the duplicate one (though I'd have to keep 2 .blend files in sync with each other manually)

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TokageItLab avatar TokageItLab commented on May 27, 2024

Duplicate of #75917

I expect that some of the issues that were the original reason for adding this behavior has already solved, so we may need to consider whether we can properly remove the erroneous hack that causes this bone to be duplicated.

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