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Asked By
subsurfer
I’m trying to bring an enemy into a 3D game. It’s a very simple mesh made in blender converted to a gLTF 2.0. I opened and saved it as it’s own scene. In it’s scene, it is centered on zero, but when I link an instance of it to the main scene, it comes in way off center and sideways. I went ahead and positioned it in the main scene and added some keyframes, but when I play the scene, the enemy appears way off the screen.
I think the problem lies with your pivot. Position in godot is also based on the parent node. So check the pivot of the node if it is in the centre and also check if ur node is really at 0,0 in the parent
check the pivot of the node
Note that 3D nodes don’t have an offset, they only have a local origin.
Make sure that imported model is positioned correctly before exporting it from blender, plus in Blender X is forward and Z is up which will cause it to import sideways.
Also, i’m not sure about gLTF 2.0 specifically but imported models cannot be altered and will revert changes unless they are imported as separate objects. I once had this problem when I accidentally exported a light with the model and the only way to get rid of it without re importing was to set it’s visibility to false and save it as a new scene.
When exporting to gLTF, I ticked the box that says “only export selected” and I made sure the only thing selected was the enemy mesh. This is my first stab at godot, so I guess it’s like making pancakes: the first one is gonna come out terrible. I’ll try some other tutorials.