Wicked! Great intro on how to do 90% of the importing, especially with the focus on the import dialog which gets skipped by others. Still, something more complex such as a character with an armature and some PBR materials would be amazing. If you plan on doing another video on this, advanced importing would be hightly appreciated :)
.fbx does work as well and it also is a little bit better for bone-based animations as opposed to the issues that can occur with the current version of .gltf.
Holy moly… I don't know when I have watched that video the first time, but I just rewatched it (for whatever reason) and I realized it's the color palette from Imphenzia! :D Nice one. :+1: I like your videos, by the way. Keep up. :)
Godot does not get the palette material neither texture although its already in the scene directory so, my objects without material in Godot viewport, any suggestions, please.
Amazing turorial but i was i haveing a problem when i imported my 2.5 d style lvl the colours in the editor were looking washed out what can i do to fix it
my items are getting imported but highlighted yellow and i can't rearrange them, i get a warning that the object wasn't inherited so all changes will be lost. Maybe a GLTF version incompatibility?
So i know from making things for Unity and Unreal when I was trying to learn them the #1 it looks like Godots is pretty straight forward but why would you not use FBX is it not a valid format in Godot?????
Good tutorial. One question: not sure about "origin" as pivoting point for gltf. I found while worked around, that gltf model is pivotiong around (0,0,0), and the origin is the center of mass, so these two (pivot and mass) are not the same. Am I wrong?
Is it possible to import the materials into a specific folder? I'd like to have all my materials in a materials folder, and meshes in a models folder. But I can't find a way for godot to import a model without creating the material right next to it. Another problem there is that when models in different folders share the same material, godot ends up creating multiple material files next to each model. (I'm using collada for now, btw, if that makes any difference. I'm still on blender 2.79 until I upgrade my gfx card, and the gltf exporter isn't working, for some reason.) EDIT: I'm kind of figured out you can import as separate objects without creating the material file. I did this yesterday, but iirc, in the import options you keep the material options as "built-in" and "node". One interesting thing I noticed as well, is that the name of the generated mesh file is the same name of the mesh in Blender (not to be confused with the name of the object in blender).
Hi Tom and everyone, is it possible to export and make it interactive showcase of the model? for example create a button to rotate, a button to zoom in or click at turret and a text pop up saying it's a turret? Thanks in advance!
Any tips on colours? When I import my low poly model into Godot from Blender, the colours are almost completely different. I used the same palette style colouring in UV Editing mode like in this video.
@@creationsmarko Ok So I know this is like 4 months late but you can go Click at the top Where it says import scroll down to meshes click on storage and choose built In.
I don't think so. But I think you can always double-check by editing the mesh files in a text editor, and see if there's any reference to the glb file. If there's none, then you can probably delete it. I think there shouldn't be any, as the mesh file supposedly stores all the information of the mesh on its own. (Usually, when you try to delete a file, Godot tells you if any other parts of the project will be broken by doing that. I just don't know if that's true for meshes. Assuming the mesh itself has a reference to the material file, then one way to test that is to try to delete that material file.)
Would die for a video of how to do multiple weapons animations workflow for 3d still havent found a clear video, not sure to do all the animations with all the weapons in 1 file and export it all to godot or what ???
you can apply it in blender so that it turns it into a complete mesh. Im not sure if you have the mirror option in godot so make sure to apply the modifiers.
Thank you! Subscribed! Can you please do a tutorial on the workflow for importing animation FBX from the Unity asset store into Godot? For example, this free animation pack: assetstore.unity.com/packages/3d/animations/basic-motions-free-pack-154271
@@CodeWithTom I think when you have lots of animations and stuff it just does not work. Not sure exactly at what point. Try some sketchfab gltf downloads with animations. I think even this guy mentioned about to not to use glb. ruclips.net/video/grPbk-bfMO4/видео.html
This is actually perfect, almost every tutorial that i watched told me do download the better colada addon and blender 2.7 as it doesnt work on 2.8]
Glad this helped! I was having the same issues too which is one of the big reasons I wanted to make this 😁
Wicked! Great intro on how to do 90% of the importing, especially with the focus on the import dialog which gets skipped by others. Still, something more complex such as a character with an armature and some PBR materials would be amazing.
If you plan on doing another video on this, advanced importing would be hightly appreciated :)
Great suggestion, I will try and cover this in a future follow up video
.fbx does work as well and it also is a little bit better for bone-based animations as opposed to the issues that can occur with the current version of .gltf.
High quality tutorial, right there. Great job, Tom.
wow after much headaches because of poor explanations and stupid plugins, you explained it clearly and it works. Thanks a lot, appreciate it
you know what man? this is a very great tutorial, i mean REALLY great, do more (thats a threat not a suggestion)
Man you Just saved me of hours of beating myself trying to fix problems with collada
Holy moly… I don't know when I have watched that video the first time, but I just rewatched it (for whatever reason) and I realized it's the color palette from Imphenzia! :D Nice one. :+1:
I like your videos, by the way. Keep up. :)
Excellent tutorial.
Godot does not get the palette material neither texture although its already in the scene directory so, my objects without material in Godot viewport, any suggestions, please.
Thank you for the video, I didn't know about the preset thing.
Thanks for this, was started to ponder importing Blender! :D
You're very welcome
your tutorials always work for me thank you
this is great! thanks!
Thanks so much for making this tutorial. It's like your reading my mind haha. I have been thinking on how to do this for awhile. :D
Haha you're welcome Stevie 😀
Amazing turorial but i was i haveing a problem when i imported my 2.5 d style lvl the colours in the editor were looking washed out what can i do to fix it
my items are getting imported but highlighted yellow and i can't rearrange them, i get a warning that the object wasn't inherited so all changes will be lost.
Maybe a GLTF version incompatibility?
thanks this is really helpful
This was so helpfull! Thanks!
Thank you, in 4.2 the preset to import as separate objects is gone, what to do?
You're correct gltf is a khronos group format
Would you recomment glft across the board? Because only obj files can be mesh-instances
Thank You So Much
Thanks for this! It's perfect! Can you also post on how to export blender models with animation?
Great suggestion, I'll make a follow up video soon
Great tutorial. thank you
You are welcome!
So i know from making things for Unity and Unreal when I was trying to learn them the #1 it looks like Godots is pretty straight forward but why would you not use FBX is it not a valid format in Godot?????
Tom, great tutorial. But when I import to godot, my model loses all materials. Suggestions?
Good tutorial. One question: not sure about "origin" as pivoting point for gltf. I found while worked around, that gltf model is pivotiong around (0,0,0), and the origin is the center of mass, so these two (pivot and mass) are not the same. Am I wrong?
the materials are importing but they have no texture,
is there another way to import the materials?
Hi, can you please make a video on how to add a main/pause menu?
Yup, it's definitely on my list :)
Is it possible to import the materials into a specific folder? I'd like to have all my materials in a materials folder, and meshes in a models folder. But I can't find a way for godot to import a model without creating the material right next to it. Another problem there is that when models in different folders share the same material, godot ends up creating multiple material files next to each model.
(I'm using collada for now, btw, if that makes any difference. I'm still on blender 2.79 until I upgrade my gfx card, and the gltf exporter isn't working, for some reason.)
EDIT: I'm kind of figured out you can import as separate objects without creating the material file. I did this yesterday, but iirc, in the import options you keep the material options as "built-in" and "node".
One interesting thing I noticed as well, is that the name of the generated mesh file is the same name of the mesh in Blender (not to be confused with the name of the object in blender).
I can't seem to get this to work. The image texture is never applied to the model.
Hi Matthew, that's odd. You should be able to manually assign the texture to the material as a worst case
Plz help how do you do it
yes
Immediately like for the video when you said Go Dot, instead of Gerdow.
how do you export emission materials
Hi Tom and everyone, is it possible to export and make it interactive showcase of the model? for example create a button to rotate, a button to zoom in or click at turret and a text pop up saying it's a turret? Thanks in advance!
Im gonna import maps using this, importing player...adding animation is way tooooo complex 😆😂so i will make first player stuff haha
yeah I get an error when trying to export glTF2
how do you do it on chromebook?
Any tips on colours? When I import my low poly model into Godot from Blender, the colours are almost completely different. I used the same palette style colouring in UV Editing mode like in this video.
Got the same problem. Hopefully there is a solution
@@creationsmarko Ok So I know this is like 4 months late but you can go Click at the top Where it says import scroll down to meshes click on storage and choose built In.
@@makucis Omg tanks! Its never too late to help! :)
What about animated objects/ character..
Great tutorial Tom, I have a question. Do we still have to keep the glb file after reimporting as seperate objects?
I don't think so. But I think you can always double-check by editing the mesh files in a text editor, and see if there's any reference to the glb file. If there's none, then you can probably delete it. I think there shouldn't be any, as the mesh file supposedly stores all the information of the mesh on its own.
(Usually, when you try to delete a file, Godot tells you if any other parts of the project will be broken by doing that. I just don't know if that's true for meshes. Assuming the mesh itself has a reference to the material file, then one way to test that is to try to delete that material file.)
Would die for a video of how to do multiple weapons animations workflow for 3d still havent found a clear video, not sure to do all the animations with all the weapons in 1 file and export it all to godot or what ???
Is there some tricks like in other engines? I mean something like meshes names for collision shapes or something like that?
Yes! You can add "-col" or "-colonly" to the name of a mesh in Blender and it will be imported as a collision mesh.
Didnt work for me! mine has a red cross!
what to do, if I have a mirror modifier?
you can apply it in blender so that it turns it into a complete mesh. Im not sure if you have the mirror option in godot so make sure to apply the modifiers.
@@creationsmarko thanks for the answer but I figured out that you can apply modifiers in gltf2.0 so you don't have to care about them
@@p.w.5813 true there is a checkbox. Glad its that simple. Keep up the good work!
Thank you! Subscribed!
Can you please do a tutorial on the workflow for importing animation FBX from the Unity asset store into Godot?
For example, this free animation pack:
assetstore.unity.com/packages/3d/animations/basic-motions-free-pack-154271
You're welcome. Interesting, I'll add it to the list :)
But Godot has issues with *.glb files but it works fine with *.gltf files.
Hi Vignesh, what issues are you having with .glb files? Glb is the preferred file format for single gltf 2.0 files.
@@CodeWithTom I think when you have lots of animations and stuff it just does not work. Not sure exactly at what point. Try some sketchfab gltf downloads with animations. I think even this guy mentioned about to not to use glb.
ruclips.net/video/grPbk-bfMO4/видео.html
@@CodeWithTom hey how do I import models on Android
Tim reply to me Plz, Very Helpful tutorials