First of all, great tool for me to use as a non-3D artist. This makes life much easier to use some basic characters and animation in Godot, but...
I encountered some different issues when using your tool in combination with Mixamo animations and after spending some time, I have come to the conclusion to ask for your help. I am using Blender 2.90.1 and the Godot Game Tools version of 12 september 2020. The issues below occur with all of the characters and animations I downloaded from Mixamo (download as FBX Binary with Skin).
Issue 1 – Eye dropper tool no longer in UI
This is more like an outdated functionality, but in one of your tutorials you use the eye dropper tool to select the armature and mesh on which the animations will be applied. After spending some time on Youtube and clicking around, I found out that this ‘eye dropper tool’ is no longer part of the current interface and the armature now needs to be initialized using the ‘Initialize Character’.
Issue 2 – ‘Initialize characters’ only imports one mesh
When I use the ‘Initialize Character’ importer, it only imports one mesh of the armature, see image below. But when I import the FBX using the Blender import-functionality it loads armature and mesh correctly. This is the same issue as [ https://github.com//issues/30 ]. I tried your advice to join the meshes to a single body piece (using CTR+J in Blender – but I did not do any re-rigging).
Issue 3 – ‘Initialize characters’ using one single mesh results in wrong orientation
After creating one single mesh character, I use the ‘Initialize character’ again. But now the T-pose is oriented differently and the scale is much smaller, see image below. However, when I import this FBX using the Blender-importer, again everything looks fine. This is the same issue as [ https://github.com//issues/22 ]. I am able to fix the orientation and the scale, but then I get an issue with the animation.
Issue 4 – Animation is going all over the place
When I click ‘Join animations’ one a single mesh character with a corrected orientation, the animation causes the character to move all over the place. There isn’t a single animation that hasn’t caused this problem for me. I found a Youtube video that explains that the cause of this issue is the hip placement [https://www.youtube.com/watch?app=desktop&v=6SegCO3cZZE]. By selecting the hip armature ‘bone’, then open the graph editor and disable the X and Y displacement, the character stays in place and the animation seems to works fine. But I need to do these actions over and over again for each animation. When I want to apply a second animation, I need to do some other things that are explained in this video [ https://www.youtube.com/watch?app=desktop&v=3Hk9ljcS1Ro ]
All together, this still takes some time for me to get everything working. It is still quicker than doing everything from scratch, but it doesn’t give me the feeling that I am utilizing the efficiency from this tool for which it has been created. Is there perhaps some crucial step that I am missing in my work pipeline?