Importing Synty Modular Fantasy Heroes into Godot 4

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  • Опубликовано: 31 июл 2024
  • This video demonstrates how to get the Synty Modular Fantasy Hero pack working in Godot 4. It covers both the characters themselves as well as the weapons.
    Get the helper scripts here:
    github.com/Flynsarmy/gd-synty...
    Intro (0:00)
    Setup (0:43)
    Import characters into Blender (0:59)
    Import weapons into Blender (3:03)
    Import assets into Godot (3:59)
    Characters setup in Godot (4:11)
    Weapons setup in Godot (6:10)
    Quick demo scene (6:47)
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Комментарии • 40

  • @user-qi5kg9fx6e
    @user-qi5kg9fx6e 8 месяцев назад +4

    It is incredibly refreshing to see a professional making a video on a topic they're knowledgeable about. Thank you, man, you're legend.

  • @defectivebrain
    @defectivebrain 10 месяцев назад +4

    This is incredible work, well done!

  • @notarobot22
    @notarobot22 6 месяцев назад

    This is a great tutorial. I've been coming back to it quite a few times to get my synty characters animated. Thanks for publishing the synty bone map. It works perfectly with other synty packs as well.

  • @futursoup9007
    @futursoup9007 2 месяца назад

    This is a fantastic tutorial! And the scripts on top of it 🍒 THANK YOU so much 🧡 (sent you a small donation)

    • @flynsarmy
      @flynsarmy  2 месяца назад

      Thank you so much!

  • @MatrixQ
    @MatrixQ 8 месяцев назад

    Now this might actually be what I need to finally be able to get my SICS characters to work in Godot. They are similarly modular, and so far I've had no luck with a decent import. This seems really helpful for that, thank you.

  • @dibaterman
    @dibaterman 7 месяцев назад +1

    @5:25 Note that the skeletons name is General Skeleton, you probably have Skeleton3D, you can either change the script or change the skeletons name to General Skeleton and make it unique (%).
    Regardless you sir got my sub, thumbs up and I'm gonna check out your back catalog to thumbs up everything I find. I was preparing myself for the long haul of bringing this over from Unity, heck I debated going 2d but man you are a life saver.

  • @mcbride967
    @mcbride967 2 месяца назад

    very nice! thanks for the great tutorial. really loved the animation library part. I saw someone's project once and they hand library of animations like that. now I know :)

  • @Hafgandil
    @Hafgandil 7 месяцев назад

    You, my friend, are a hero!

  • @TheRealAfroRick
    @TheRealAfroRick 9 месяцев назад

    Good stuff. Thanks for sharing.

  • @kiyasuihito
    @kiyasuihito 5 месяцев назад

    Bless you for the work you've done here. Idk why Synty can't just support Godot out of the box. It's well established enough by now. 🎉🎉

  • @CastroTheMexican
    @CastroTheMexican 5 месяцев назад

    holy shit you're going to power an industry

  • @EisenFlammeberge
    @EisenFlammeberge 9 месяцев назад

    you got that sub at the first 40 seconds

  • @99JasonKim
    @99JasonKim 10 месяцев назад

    you are beast

  • @TheSlimHim
    @TheSlimHim 3 месяца назад +1

    Would love a tutorial on how you got them animated! I'm more of a programmer than an artist and have struggling a lot with this!

    • @flynsarmy
      @flynsarmy  3 месяца назад +1

      Are you asking where I got the animations from? They're just from mixamo. I have a tutorial here on how I created the anim libraries ruclips.net/video/xGHgA5oftxY/видео.html

    • @TheSlimHim
      @TheSlimHim 3 месяца назад

      @@flynsarmy I was asking how you got the animations to actually animate the models. I found that video after I made this comment and will try it out soon! Thank you very much for the reply!

  • @CastroTheMexican
    @CastroTheMexican 5 месяцев назад

    Big question! How would you turn this into a create your character system?

  • @neogruber3031
    @neogruber3031 7 месяцев назад

    Very nice Video! I have some considerations: I run Godot on Debian 12 and it looks like, the loading of the different meshes is not ordered, which results in weird looking characters (e.g. male and female leg, different arms on the same indexes etc.) I think I will fix it by sorting the meshes after they got loaded. Thank you very much for the tutorial, art stuff is not my big strength.considerations

  • @Kaedric999
    @Kaedric999 8 месяцев назад

    Extremely helpful, looking forward to more from you. I do have a question since you seem quite knowledgeable about this topic: how do we correctly import other assets from Synty into Godot? Every time I try the materials don't come across correctly and I have no idea how to fix this. Even if I manually assign a texture to the albedo that seems to match the original setup, it never looks right.

    • @flynsarmy
      @flynsarmy  8 месяцев назад +2

      It's different per pack. Sometimes the materials are pointing at a .psd file that doesn't exist, sometimes they're pointed at the wrong folder etc. I made a repo here github.com/Flynsarmy/synty-in-blender that imports various packs into blender and fixes issues up. It's a lot of work though and I only completed a few packs.

    • @Kaedric999
      @Kaedric999 8 месяцев назад

      @@flynsarmy Yes I found your repo and was trying it out on the adventure pack with some success (sadly you don't have scripts for the other packs I have). Looking further into my issue it also seems as if some of the packs (prototype pack for one) have custom shaders for unity that don't get translated across. It's very frustrating!

  • @shaper_i-o
    @shaper_i-o 9 месяцев назад

    Does this work with unitypackages of fbx products? If so, the folders aren't clear in the unitypackages so how would one bundle the files accordingly?

    • @flynsarmy
      @flynsarmy  9 месяцев назад

      This tutorial isn't made for the unity version of the package. The unity fbxs are often different to the source file versions. You could probably make it work with some tweaks though.

  • @tekz541
    @tekz541 9 месяцев назад

    I always get ascii fbx not supported when importing an synty source file character ... :(

    • @flynsarmy
      @flynsarmy  9 месяцев назад

      That shouldn't happen with this pack but does sometimes for others. You can use Autodesk fbx converter to convert them to binary then they'll import into Blender fine.

  • @scotmcpherson
    @scotmcpherson 10 месяцев назад

    This is a great tutorial, but I tried this with the other asset packs (adjusting as I much as a could for their difference) and it doesn't work out so well. Can you do the same tutorial, but using something like Fantasy Kingdom, or Knights Pack, or Western. They "appear" to be packaged similarly.
    It's the Modular Character that's different. I know I because I incorporated Modular Fantasy into my Unity game including reusing some of the logic they provided with the Unity package for character selection scripting, but I would really like to see this done for the other packages.

    • @flynsarmy
      @flynsarmy  10 месяцев назад +2

      Each Synty pack has its own set of issues so there's no 'one single solution' for getting them into Blender or Godot. For example characters in the Kids pack are one FBX per character, all rotated 90 degrees and scale 0.01. Characters in the Western pack however are all in a single 'characters.fbx' file at scale 1 and rotation 0 but their textures point to a non-existent PSD file and need to get fixed up. Basically every Synty pack needs its own custom import workflow.
      I'll likely make another video on how to import characters from various packs and get them into Blender and Godot. Just have to mull over the best method for doing so.

    • @flynsarmy
      @flynsarmy  10 месяцев назад +5

      I made a repo for importing characters from various Synty packs into Blender. You can now import all 3 packs' characters using the instructions here github.com/Flynsarmy/synty-in-blender - From there export as GLTF and into Godot, set up the bone map and use an import script to split into individual character scenes.

  • @MinecraftDracoxD
    @MinecraftDracoxD 3 месяца назад

    I have a problem when I import the weapons. The weapons are scattered all over the place and are quite small. How Can I fix this ?

    • @flynsarmy
      @flynsarmy  3 месяца назад

      Hmm. Not sure, I don't have this problem. Did you use the same FBX import settings as the characters? Make sure you have those armature checkboxes checked.

    • @MinecraftDracoxD
      @MinecraftDracoxD 3 месяца назад

      @@flynsarmy I managed to figure out after a ton of search and try and error. I bought the Synty assets from unity from a long time ago and probably the issue came from me exporting it from unity rather then the source files directly from synty. My fix was: On blender -> Select all Objects ( A ) -> Set origin to Geometry origin -> Run a Script to set all Locations to 0, 0, 0 and reset all scales
      I have 0 experience with Blender tho, So I enlisted some help from ChatGPT since there wasn't much info about this exact problem online
      And let me use the opportunity to thank you for the amazing video and content. It helped me a lot!

  • @shaper_i-o
    @shaper_i-o 9 месяцев назад

    I see all the bones during the import, is that a problem when exporting? They are bigger than the model itself.

    • @flynsarmy
      @flynsarmy  9 месяцев назад

      If you followed the tutorial exactly with the latest version of the source files off the synty website that shouldn't happen, however you can fix it by hitting a in blender to select everything then ctrl+a to bring up the apply menu and click 'scale'. Then export

  • @dibaterman
    @dibaterman 7 месяцев назад

    Having a real problem here, I'm grabbing some Synty animations, with the bones you said to use in this one I am getting some... odd animations. I followed your animation library video to set it up but yeah it isn't working proper.
    The steps, though many are not complex but I can't figure out where I messed up.

    • @flynsarmy
      @flynsarmy  7 месяцев назад +1

      Each synty pack uses a slightly diff bone structure. No idea why. On the char advanced import window try opening up the bone map and make sure everything is mapped correctly.

    • @dibaterman
      @dibaterman 7 месяцев назад

      @@flynsarmy I happen to be using the modular character pack you used in this video.
      The bones for the one you provided are showing all green on the dots as well...
      Looking at the animation on Blender, it runs fine.
      When I import the animation to godot and assign the basic human bone to it - it all comes back green. (These are mixamo animations from the adventure pack).
      Sorry at that point where my brain has been on this for 2 days and can't really parse why this is happening anymore.
      i've broken apart the pack to separate animations. on the imported bone I changed the name from GeneralSkeleton to Skeleton3D which godot uses as a default. You have to change it twice, one on the skeles name and again in the % name on the skeleton.
      Regardless the fact that it came back all green using the bones you provided I am guessing means it connected everything properly. I'm going to probably have to figure out how to rig on godot and try to make it from scratch.

    • @dibaterman
      @dibaterman 7 месяцев назад

      @@flynsarmy Okay got my brain around it a bit, did some reading and checked some other sources... What I am seeing is this:
      1. I imported some mixamo animations; in Godot 4 these animations when I put them into a scene they are represented by the skeleton since I didn't get the mesh with it from mixamo. The skeleton animates correctly.
      2.The Synty model is imported using the bone map profile from the git it is showing all green.
      3. The animation is only moving the hip, neck and head and I believe the torso.
      I am thinking that the animation is directly using the Synty profile which has different names for the bones instead of using the base human one it was set with on import. This is likely why it is picking up on only the parts that have names that match the original mixamo names... This is probably a bad guess as I'd assume Godot should be sending warnings/exceptions for mismatches of all the others... but it doesn't...
      It is bizzare because looking at how others do it, it is very much just a set profile twice, set up a scene and run the animation... not sure what the heck is going on here.

    • @dibaterman
      @dibaterman 7 месяцев назад

      @@flynsarmy Okay yeah, poking around I am seeing that it is using the Skeleton3D from the Synty character rather than the one from the animation... Not sure if it should be doing that... I had assumed that the animation would be referencing its own skeleton profile index and targeting the models bone at that index if it has it...
      Does this mean I need to make a script that changes the name of the bones on every animation to match the synty bone names X_X

    • @dibaterman
      @dibaterman 7 месяцев назад

      @@flynsarmy So bizarre I reimported the model and now it works fine... I wish I knew what the problem was though...