can someone explain how to correctly export fbx animations from blender? now my imported models are all split up into layers of seperate objects. wich isnt ideal. also how to use the split animations functions in import settings? ive tried to set up a clip, doesnt show up anywhere tnx
It's probably also worth asking on the blenderartists.org forums for extra eyes on this.
all none bone animations all get applied to a different layer in godot.
Does it have to be in fbx? I imported animations with gltf and didn't have a hard time. (a very hard time)
@Erich_L said: Does it have to be in fbx? I imported animations with gltf and didn't have a hard time. (a very hard time)
id prefer fbx but gltf is fine too.except file size from gltf blender is huge and also has the same issues
I think if you use binary (glb) then the file size is a little smaller.
@cybereality said: I think if you use binary (glb) then the file size is a little smaller.
nope file size is huge. for example fbx > 3mb gltf/glb > about 80mb plus the layers thing doesnt get adressed
godot developers should really fix the fbx import. skinning is all messed up , plus the scene root gets ignored and seperate layers are created for each animated object.
What program did you export the fbx from? I believe Maya should work and probably 3DS Max. Blender supports FBX but glTF is better for that.
@cybereality said: What program did you export the fbx from? I believe Maya should work and probably 3DS Max. Blender supports FBX but glTF is better for that.
cinema4d, works fine in unity, unreal and sketchfab
You can try https://www.assimp.org/ to see if it can import and export a fixed model. I agree that the Godot model importer is not perfect (it is based on Assimp but modified), particularly for FBX. glTF seems to work better for me. I can take a look in a second.
@cybereality said: You can try https://www.assimp.org/ to see if it can import and export a fixed model. I agree that the Godot model importer is not perfect (it is based on Assimp but modified), particularly for FBX. glTF seems to work better for me. I can take a look in a second. tnx for your support allready tried it. and a couple of other converters. ive emailed the godot team, dont know if they will reply tho
My gut is telling me something is broken. If the same file works in Unity and Sketchfab then there is likely a bug. I would recommend submitting an issue and attaching that same FBX you sent me. The developers are usually pretty good about fixing stuff but there is no telling how long it might take. Worth a shot anyhow. https://github.com/godotengine/godot/issues
@cybereality said: My gut is telling me something is broken. If the same file works in Unity and Sketchfab then there is likely a bug. I would recommend submitting an issue and attaching that same FBX you sent me. The developers are usually pretty good about fixing stuff but there is no telling how long it might take. Worth a shot anyhow. https://github.com/godotengine/godot/issues
could u do that for me with the fbx i sent u?
It would probably be better if you did, as they may need more information on how you created the animation or the original source files, etc. which I don't know.
ok done, i didnt want to create a github account,thats why i asked. really hope they can fix this, fingers crossed.
@cybereality said: It would probably be better if you did, as they may need more information on how you created the animation or the original source files, etc. which I don't know.
how long does this useally take? cant really go forward now
Considering the list of open issues and all the other work they have on their plates, I wouldn't hold my breath.
You might just have to adjust your pipeline to fit your final target.
One problem I found recently was that Godot doesn't like complex modifier chains when importing (regardless of format). I used Blender to apply all modifiers (there is an add-on that will let you select all objects and apply them with one click). Then apply all transforms and export and it worked.
ok managed to get .gltf working in a single layer. however splitting animations on import doesnt do anything,