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-rw-r--r--modules/gltf/gltf_document.cpp6
1 files changed, 5 insertions, 1 deletions
diff --git a/modules/gltf/gltf_document.cpp b/modules/gltf/gltf_document.cpp
index 74de40e901..984052d2ca 100644
--- a/modules/gltf/gltf_document.cpp
+++ b/modules/gltf/gltf_document.cpp
@@ -5802,10 +5802,14 @@ void GLTFDocument::_generate_scene_node(Ref<GLTFState> p_state, const GLTFNodeIn
// If none of our GLTFDocumentExtension classes generated us a node, we generate one.
if (!current_node) {
if (gltf_node->skin >= 0 && gltf_node->mesh >= 0 && !gltf_node->children.is_empty()) {
+ // GLTF specifies that skinned meshes should ignore their node transforms,
+ // only being controlled by the skeleton, so Godot will reparent a skinned
+ // mesh to its skeleton. However, we still need to ensure any child nodes
+ // keep their place in the tree, so if there are any child nodes, the skinned
+ // mesh must not be the base node, so generate an empty spatial base.
current_node = _generate_spatial(p_state, p_node_index);
Node3D *mesh_inst = _generate_mesh_instance(p_state, p_node_index);
mesh_inst->set_name(gltf_node->get_name());
-
current_node->add_child(mesh_inst, true);
} else if (gltf_node->mesh >= 0) {
current_node = _generate_mesh_instance(p_state, p_node_index);