@deadsuperhero@social.wedistribute.org
Post #4217197
2026-07-09 18:27 UTC
#Gamedev headache of the day: retargeting animations in Blender.
It’s supposed to be fairly straightforward: use a tool to check the bones between an animated and non-animated skeleton, make sure they match up, copy over animation keyframes in a way that automatically refers to the bones that don’t have animation yet.
Sounds easy enough, but there’s so much that can go wrong! For some reason, the tool gets confused, and the model I’m trying to animate is walking around with his arms crossed, as if his arms are swapped.
Replies (1)
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@deadsuperhero@social.wedistribute.org 2026-07-09 18:30
The main annoyance here: there’s a vast library of animations that you can use for your 3D models in games, like Mixamo. It’s pretty decent! But the tool I use to make humans doesn’t seem to name bones in a way that’s compatible… 🤔 I could try renaming all of the bones and see if it’ll match up in Godot, but goddamn, is it awful to try to do this in Blender!