Hello!
I have stumpled upon an issue in the production of our animations within Prior Extinction.
(It should be noted that I don’t even have this Beta enabled, but it’s still effecting me.)
Whenever we export our models from Blender, we usually do 1.0 scale, as it’s easier to scale the model to the desired size we want from there.
In this case, we have scaled down Spinosaurus to be ~20x smaller than import size at 0.051 scale, which also is the scale of the animation that is imported. These two Spinosaurus’ models are the exact same physical size, but handle the very same animation very differently.
I believe the issue stems from the different set ups between the models.
The one where the Foot IK hardly moves :
The one where the Foot IK works perfectly :
From what I have read, each “Model” has its own scale. Perhaps, using these different set ups, is what is causing the problem.
The first model (The one that doesn’t work) hasn’t received any edits to work ingame, so it uses the same “Model” group it was given from it was imported.
The second one, doesn’t use the original “Model” group, as the mesh has been placed inside an already-existing “Model” group, that is made to work with all our scripts and features.
This issue only started occuring a few weeks ago, so I am 300% sure it is related to this scale feature.
(Last time we imported animations, was ~4 weeks ago (27th of March), when it worked just fine.)
The only solution I currently see, is that we instead start setting up all our animations, on the model which has already been set up with our scripts and features, instead of the freshly imported one.
Thank you,