3D Asset Import needs to be easier #8247
ThomasWindar
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I have been testing Godot 4.0 capabilities by creating a 3D game in it, and I have ran into multiple issues - most of them being in the "Import Pipeline" for 3D characters and meshes for use in the Particle System.
For the record for this discussion - I am a 3D Artist Generalist, with a tiny bit of coding knowledge.
Decided to just highlight this issue in a new discussion - cause it may be one of the bigger pain-points for 3D users of the engine.
So far the biggest time wasters when making the project are related to figuring out a pipeline that actually correctly imports 3D characters and animations into the engine - and then "un-inheriting" the animations so they can be edited with minor fixes inside of the Godot engine itself.
A lot of the time, a lot of manual work has to occur just unparenting everything from the imported scene.
It would improve the 3D pipeline a lot if Godot could have some one-button solution that just transforms the imported file into a Scene that can be fully edited in all aspects. Especially for characters with animations.
I have used the glTF file import and .FBX, the latter giving terrible import results. However the glTF import often leaves some minor issues - that technically could be fixed inside of the engine. However right now the only way to edit an animation and fully "uninherit" it - is to make a "New..." animation, copy all tracks from the old anim and paste them into the newly created one.
This allows me to edit the animation values to correct it - but it is a lot of wasted time on manual labor.
A button to automate "Create New... -> give it a name -> Copy all tracks from old anim, paste to New... anim -> Delete old track, rename the New track to the old name" + repeat for all of the anim tracks could be a solution.
But there is probably a more elegant way to perform something like this.
I have tried the many suggested "Manage..." solutions, etc. - but for some reason they always end up with the "inherited scene" link in them, even when the animations are saved as their own .res files and loaded into a new library. (Also tried Make Unique in all possible configurations...). It might be a bug...
Similar issues happen when trying to import a .OBJ file to use as a Mesh for Particle Generation, but it's usually related to the Material being hard-stuck with the mesh and I could not find a solution to make it work with the GPU Particle3D...
That said - as a 3D Artist - the main reason so far to not use Godot is the Import problems for 3D assets. I was wasting hours on something that in other engines takes a few seconds. And when you consider importing a lot of 3D assets, this just piles up to unreal levels of wasted time.
So it would be an incredible speed-up and a usability increase if the "imported scene" could just be automatically converted into a usable asset. Basically anything that improves the import of .FBX, .glTF and .OBJ files into Godot would be a huge change for 3D Artists.
Just voicing this issue.
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