diff --git a/doc/classes/ResourceImporterScene.xml b/doc/classes/ResourceImporterScene.xml
index 6a88adf4216..4e20fe150ea 100644
--- a/doc/classes/ResourceImporterScene.xml
+++ b/doc/classes/ResourceImporterScene.xml
@@ -53,6 +53,9 @@
If [code]true[/code], [member nodes/root_scale] will be applied to the descendant nodes, meshes, animations, bones, etc. This means that if you add a child node later on within the imported scene, it won't be scaled. If [code]false[/code], [member nodes/root_scale] will multiply the scale of the root node instead.
+
+ Treat all nodes in the imported scene as if they are bones within a single [Skeleton3D]. Can be used to guarantee that imported animations target skeleton bones rather than nodes. May also be used to assign the [code]"Root"[/code] bone in a [BoneMap]. See [url=$DOCS_URL/tutorials/assets_pipeline/retargeting_3d_skeletons.html]Retargeting 3D Skeletons[/url] for more information.
+
Override for the root node name. If empty, the root node will use what the scene specifies, or the file name if the scene does not specify a root name.
diff --git a/editor/import/3d/resource_importer_scene.cpp b/editor/import/3d/resource_importer_scene.cpp
index 7a51394bbc2..b7b82f5f768 100644
--- a/editor/import/3d/resource_importer_scene.cpp
+++ b/editor/import/3d/resource_importer_scene.cpp
@@ -1932,6 +1932,7 @@ void ResourceImporterScene::get_import_options(const String &p_path, Listpush_back(ImportOption(PropertyInfo(Variant::BOOL, "nodes/apply_root_scale"), true));
r_options->push_back(ImportOption(PropertyInfo(Variant::FLOAT, "nodes/root_scale", PROPERTY_HINT_RANGE, "0.001,1000,0.001"), 1.0));
+ r_options->push_back(ImportOption(PropertyInfo(Variant::BOOL, "nodes/import_as_skeleton_bones"), false));
r_options->push_back(ImportOption(PropertyInfo(Variant::BOOL, "meshes/ensure_tangents"), true));
r_options->push_back(ImportOption(PropertyInfo(Variant::BOOL, "meshes/generate_lods"), true));
r_options->push_back(ImportOption(PropertyInfo(Variant::BOOL, "meshes/create_shadow_meshes"), true));
diff --git a/editor/import/3d/scene_import_settings.cpp b/editor/import/3d/scene_import_settings.cpp
index 53d7e63dbb7..b2704245136 100644
--- a/editor/import/3d/scene_import_settings.cpp
+++ b/editor/import/3d/scene_import_settings.cpp
@@ -432,6 +432,16 @@ void SceneImportSettingsDialog::_update_view_gizmos() {
if (!is_visible()) {
return;
}
+ const HashMap &main_settings = scene_import_settings_data->current;
+ if (main_settings.has("nodes/import_as_skeleton_bones")) {
+ bool new_import_as_skeleton = main_settings["nodes/import_as_skeleton_bones"];
+ if (new_import_as_skeleton != previous_import_as_skeleton) {
+ previous_import_as_skeleton = new_import_as_skeleton;
+ _re_import();
+ open_settings(base_path);
+ }
+ return;
+ }
for (const KeyValue &e : node_map) {
bool show_collider_view = false;
if (e.value.settings.has(SNAME("generate/physics"))) {
@@ -591,6 +601,7 @@ void SceneImportSettingsDialog::update_view() {
void SceneImportSettingsDialog::open_settings(const String &p_path, bool p_for_animation) {
if (scene) {
+ _cleanup();
memdelete(scene);
scene = nullptr;
}
@@ -667,6 +678,10 @@ void SceneImportSettingsDialog::open_settings(const String &p_path, bool p_for_a
first_aabb = false;
}
+ const HashMap &main_settings = scene_import_settings_data->current;
+ if (main_settings.has("nodes/import_as_skeleton_bones")) {
+ previous_import_as_skeleton = main_settings["nodes/import_as_skeleton_bones"];
+ }
popup_centered_ratio();
_update_view_gizmos();
_update_camera();
@@ -1137,6 +1152,7 @@ void SceneImportSettingsDialog::_re_import() {
main_settings["_subresources"] = subresources;
}
+ _cleanup(); // Prevent skeletons and other pointers from pointing to dangling references.
EditorFileSystem::get_singleton()->reimport_file_with_custom_parameters(base_path, editing_animation ? "animation_library" : "scene", main_settings);
}
diff --git a/editor/import/3d/scene_import_settings.h b/editor/import/3d/scene_import_settings.h
index c6c416daba9..db3a2229f43 100644
--- a/editor/import/3d/scene_import_settings.h
+++ b/editor/import/3d/scene_import_settings.h
@@ -96,6 +96,7 @@ class SceneImportSettingsDialog : public ConfirmationDialog {
Button *animation_stop_button = nullptr;
Animation::LoopMode animation_loop_mode = Animation::LOOP_NONE;
bool animation_pingpong = false;
+ bool previous_import_as_skeleton = false;
Ref collider_mat;
diff --git a/modules/fbx/editor/editor_scene_importer_fbx2gltf.cpp b/modules/fbx/editor/editor_scene_importer_fbx2gltf.cpp
index 8207149d16e..3ef54ec0df8 100644
--- a/modules/fbx/editor/editor_scene_importer_fbx2gltf.cpp
+++ b/modules/fbx/editor/editor_scene_importer_fbx2gltf.cpp
@@ -104,6 +104,9 @@ Node *EditorSceneFormatImporterFBX2GLTF::import_scene(const String &p_path, uint
gltf.instantiate();
Ref state;
state.instantiate();
+ if (p_options.has(SNAME("nodes/import_as_skeleton_bones")) ? (bool)p_options[SNAME("nodes/import_as_skeleton_bones")] : false) {
+ state->set_import_as_skeleton_bones(true);
+ }
print_verbose(vformat("glTF path: %s", sink));
Error err = gltf->append_from_file(sink, state, p_flags, p_path.get_base_dir());
if (err != OK) {
diff --git a/modules/fbx/editor/editor_scene_importer_ufbx.cpp b/modules/fbx/editor/editor_scene_importer_ufbx.cpp
index 721caedc7c9..241fdba0c51 100644
--- a/modules/fbx/editor/editor_scene_importer_ufbx.cpp
+++ b/modules/fbx/editor/editor_scene_importer_ufbx.cpp
@@ -73,6 +73,12 @@ Node *EditorSceneFormatImporterUFBX::import_scene(const String &p_path, uint32_t
int32_t enum_option = p_options["fbx/embedded_image_handling"];
state->set_handle_binary_image(enum_option);
}
+ if (p_options.has(SNAME("nodes/import_as_skeleton_bones")) ? (bool)p_options[SNAME("nodes/import_as_skeleton_bones")] : false) {
+ state->set_import_as_skeleton_bones(true);
+ }
+ if (p_options.has(SNAME("nodes/import_as_skeleton_bones")) ? (bool)p_options[SNAME("nodes/import_as_skeleton_bones")] : false) {
+ state->set_import_as_skeleton_bones(true);
+ }
p_flags |= EditorSceneFormatImporter::IMPORT_USE_NAMED_SKIN_BINDS;
Error err = fbx->append_from_file(path, state, p_flags, p_path.get_base_dir());
if (err != OK) {
diff --git a/modules/fbx/fbx_document.cpp b/modules/fbx/fbx_document.cpp
index 2f8fd79be58..367117edcbe 100644
--- a/modules/fbx/fbx_document.cpp
+++ b/modules/fbx/fbx_document.cpp
@@ -2086,7 +2086,7 @@ Error FBXDocument::_parse_fbx_state(Ref p_state, const String &p_searc
ERR_FAIL_COND_V(err != OK, ERR_PARSE_ERROR);
/* DETERMINE SKELETONS */
- err = SkinTool::_determine_skeletons(p_state->skins, p_state->nodes, p_state->skeletons);
+ err = SkinTool::_determine_skeletons(p_state->skins, p_state->nodes, p_state->skeletons, p_state->get_import_as_skeleton_bones() ? p_state->root_nodes : Vector());
ERR_FAIL_COND_V(err != OK, ERR_PARSE_ERROR);
/* CREATE SKELETONS */
diff --git a/modules/gltf/doc_classes/GLTFState.xml b/modules/gltf/doc_classes/GLTFState.xml
index 100750f4000..6c7c5ee0e63 100644
--- a/modules/gltf/doc_classes/GLTFState.xml
+++ b/modules/gltf/doc_classes/GLTFState.xml
@@ -289,8 +289,13 @@
The file name associated with this GLTF data. If it ends with [code].gltf[/code], this is text-based GLTF, otherwise this is binary GLB. This will be set during import when appending from a file, and will be set during export when writing to a file. If writing to a buffer, this will be an empty string.
+ The binary buffer attached to a .glb file.
+
+
+ True to force all GLTFNodes in the document to be bones of a single Skeleton3D godot node.
+ The original raw JSON document corresponding to this GLTFState.
diff --git a/modules/gltf/editor/editor_scene_importer_blend.cpp b/modules/gltf/editor/editor_scene_importer_blend.cpp
index a91856c4a14..c6e92de762d 100644
--- a/modules/gltf/editor/editor_scene_importer_blend.cpp
+++ b/modules/gltf/editor/editor_scene_importer_blend.cpp
@@ -287,6 +287,9 @@ Node *EditorSceneFormatImporterBlend::import_scene(const String &p_path, uint32_
if (p_options.has(SNAME("blender/materials/unpack_enabled")) && p_options[SNAME("blender/materials/unpack_enabled")]) {
base_dir = sink.get_base_dir();
}
+ if (p_options.has(SNAME("nodes/import_as_skeleton_bones")) ? (bool)p_options[SNAME("nodes/import_as_skeleton_bones")] : false) {
+ state->set_import_as_skeleton_bones(true);
+ }
state->set_scene_name(blend_basename);
err = gltf->append_from_file(sink.get_basename() + ".gltf", state, p_flags, base_dir);
if (err != OK) {
diff --git a/modules/gltf/gltf_document.cpp b/modules/gltf/gltf_document.cpp
index 7949d64920d..afb3659699b 100644
--- a/modules/gltf/gltf_document.cpp
+++ b/modules/gltf/gltf_document.cpp
@@ -6924,7 +6924,7 @@ Error GLTFDocument::_parse_gltf_state(Ref p_state, const String &p_se
ERR_FAIL_COND_V(err != OK, ERR_PARSE_ERROR);
/* DETERMINE SKELETONS */
- err = SkinTool::_determine_skeletons(p_state->skins, p_state->nodes, p_state->skeletons);
+ err = SkinTool::_determine_skeletons(p_state->skins, p_state->nodes, p_state->skeletons, p_state->get_import_as_skeleton_bones() ? p_state->root_nodes : Vector());
ERR_FAIL_COND_V(err != OK, ERR_PARSE_ERROR);
/* PARSE MESHES (we have enough info now) */
diff --git a/modules/gltf/gltf_state.cpp b/modules/gltf/gltf_state.cpp
index 0c47d5777c7..ed31aadc011 100644
--- a/modules/gltf/gltf_state.cpp
+++ b/modules/gltf/gltf_state.cpp
@@ -90,6 +90,8 @@ void GLTFState::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_skeletons", "skeletons"), &GLTFState::set_skeletons);
ClassDB::bind_method(D_METHOD("get_create_animations"), &GLTFState::get_create_animations);
ClassDB::bind_method(D_METHOD("set_create_animations", "create_animations"), &GLTFState::set_create_animations);
+ ClassDB::bind_method(D_METHOD("get_import_as_skeleton_bones"), &GLTFState::get_import_as_skeleton_bones);
+ ClassDB::bind_method(D_METHOD("set_import_as_skeleton_bones", "import_as_skeleton_bones"), &GLTFState::set_import_as_skeleton_bones);
ClassDB::bind_method(D_METHOD("get_animations"), &GLTFState::get_animations);
ClassDB::bind_method(D_METHOD("set_animations", "animations"), &GLTFState::set_animations);
ClassDB::bind_method(D_METHOD("get_scene_node", "idx"), &GLTFState::get_scene_node);
@@ -125,6 +127,7 @@ void GLTFState::_bind_methods() {
ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "unique_animation_names", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_INTERNAL | PROPERTY_USAGE_EDITOR), "set_unique_animation_names", "get_unique_animation_names"); // Set
ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "skeletons", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_INTERNAL | PROPERTY_USAGE_EDITOR), "set_skeletons", "get_skeletons"); // Vector[>
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "create_animations"), "set_create_animations", "get_create_animations"); // bool
+ ADD_PROPERTY(PropertyInfo(Variant::BOOL, "import_as_skeleton_bones"), "set_import_as_skeleton_bones", "get_import_as_skeleton_bones"); // bool
ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "animations", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_INTERNAL | PROPERTY_USAGE_EDITOR), "set_animations", "get_animations"); // Vector][>
ADD_PROPERTY(PropertyInfo(Variant::INT, "handle_binary_image", PROPERTY_HINT_ENUM, "Discard All Textures,Extract Textures,Embed as Basis Universal,Embed as Uncompressed", PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_INTERNAL | PROPERTY_USAGE_EDITOR), "set_handle_binary_image", "get_handle_binary_image"); // enum
@@ -337,6 +340,14 @@ void GLTFState::set_create_animations(bool p_create_animations) {
create_animations = p_create_animations;
}
+bool GLTFState::get_import_as_skeleton_bones() {
+ return import_as_skeleton_bones;
+}
+
+void GLTFState::set_import_as_skeleton_bones(bool p_import_as_skeleton_bones) {
+ import_as_skeleton_bones = p_import_as_skeleton_bones;
+}
+
TypedArray GLTFState::get_animations() {
return GLTFTemplateConvert::to_array(animations);
}
diff --git a/modules/gltf/gltf_state.h b/modules/gltf/gltf_state.h
index c7171e0e68c..c9efffa3aed 100644
--- a/modules/gltf/gltf_state.h
+++ b/modules/gltf/gltf_state.h
@@ -64,6 +64,7 @@ protected:
bool force_generate_tangents = false;
bool create_animations = true;
bool force_disable_compression = false;
+ bool import_as_skeleton_bones = false;
int handle_binary_image = HANDLE_BINARY_EXTRACT_TEXTURES;
@@ -213,6 +214,9 @@ public:
bool get_create_animations();
void set_create_animations(bool p_create_animations);
+ bool get_import_as_skeleton_bones();
+ void set_import_as_skeleton_bones(bool p_import_as_skeleton_bones);
+
TypedArray get_animations();
void set_animations(TypedArray p_animations);
diff --git a/modules/gltf/skin_tool.cpp b/modules/gltf/skin_tool.cpp
index a008e870e6a..2fb55a5f9eb 100644
--- a/modules/gltf/skin_tool.cpp
+++ b/modules/gltf/skin_tool.cpp
@@ -285,7 +285,18 @@ void SkinTool::_recurse_children(
Error SkinTool::_determine_skeletons(
Vector][> &skins,
Vector][> &nodes,
- Vector][> &skeletons) {
+ Vector][> &skeletons,
+ const Vector &p_single_skeleton_roots) {
+ if (!p_single_skeleton_roots.is_empty()) {
+ Ref skin;
+ skin.instantiate();
+ skin->set_name("godot_single_skeleton_root");
+ for (GLTFNodeIndex i = 0; i < p_single_skeleton_roots.size(); i++) {
+ skin->joints.push_back(p_single_skeleton_roots[i]);
+ }
+ skins.push_back(skin);
+ }
+
// Using a disjoint set, we are going to potentially combine all skins that are actually branches
// of a main skeleton, or treat skins defining the same set of nodes as ONE skeleton.
// This is another unclear issue caused by the current glTF specification.
diff --git a/modules/gltf/skin_tool.h b/modules/gltf/skin_tool.h
index 8f7ab011baa..1ba95853f3b 100644
--- a/modules/gltf/skin_tool.h
+++ b/modules/gltf/skin_tool.h
@@ -84,7 +84,8 @@ public:
static Error _determine_skeletons(
Vector][> &r_skins,
Vector][> &r_nodes,
- Vector][> &r_skeletons);
+ Vector][> &r_skeletons,
+ const Vector &p_single_skeleton_roots);
static Error _create_skeletons(
HashSet &r_unique_names,
Vector][> &r_skins,
]