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I've been using blender to make animations for a character and they imported just fine with their animations.

But I've made another supplementary rig with basic geo for some casting animations and used all the same export and import settings, but the animations are missing all their key frames, except the root bone.

I've been getting this error that spams for hundreds of lines on import:

 core/math/basis.cpp:69 - Condition "det == 0" is true.
 core/math/basis.cpp:81 - Condition "determinant() == 0" is true.
 Basis must be normalized in order to be casted to a Quaternion. Use get_rotation_quat() or call orthonormalized() instead.

Any ideas? I'm stuck.

in Engine by (366 points)

1 Answer

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Best answer

Okay so, I kinda solved it.

Hinted by this post: https://godotengine.org/qa/52407/why-get-this-error-core-math-transform_2d-condition-det-true

In Blender, I changed the first keys of the scale of the child bones of the rig and now they're importing fine with the animations. The error still spams but not as many lines.

It seems like the imported doesn't like some scales being set to '0'?

If anyone else has any insight as to what really is going on in the future, please feel free to comment.

by (366 points)
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