+1 vote

It looks like this :

tool
extends EditorScenePostImport
func post_import(scene):
    scene = scene as Spatial
    for item in scene.get_child(0).get_child(0).get_children():
        item.name = item.get_children[0].name

It results in error that items children don't exist, are null, empty, the same goes for child(0). Scene structure is simple - root/armature/skeleton/10 bone attachments/ 10 meshes. Only meshes are not recognized by script. I tried renaming items and bone attachments were renamed, so I got references correctly. Opening glb scene without import script shows that meshes are children of bone attachments.

Anybody understands this ? Please try to recreate it and help me with this

EDIT : SOLVED - I had one bone attachment without any mesh, sorry

Godot version godot 3.2 stable
in Engine by (2,416 points)
edited by

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