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When using jigglebones with a blender file, the bone reference breaks on reimport. Locally it looks like splitting the _ready() logic into a separate function and also calling it from on_tree_enter() solves it. The error is as follows: res://addons/jigglebones/jigglebone.gd:68 - Cannot call method 'get_bone_global_pose' on a previously freed instance.
The text was updated successfully, but these errors were encountered:
I'm experiencing this issue with my .glb (glTF) mesh. I reimport frequently when making new animations or mesh alterations, and it happens every time. The only solution is to delete any jiggle bones, re-import, and re-add the jigglebones. Saving a scene containing the reimported asset while this error is printing (it prints endlessly) causes Godot to crash. Happy to see that OP has already found a potential solution.
My Godot version: v4.2.1.stable.official [b09f793f5]
To be clear, this doesn't just occur when the "Reimport" button is clicked. It also happens if you overwrite the mesh's file outside the editor.
When using jigglebones with a blender file, the bone reference breaks on reimport. Locally it looks like splitting the
_ready()
logic into a separate function and also calling it fromon_tree_enter()
solves it. The error is as follows:res://addons/jigglebones/jigglebone.gd:68 - Cannot call method 'get_bone_global_pose' on a previously freed instance.
The text was updated successfully, but these errors were encountered: