0 votes

Both .FBX and .GLB work find in all aspects except for a very important one: They both don't import all the key frames I export.

The default .DEA format has my skeleton and mesh not lining up in the import, so it's completely deformed.

The 'Better Collada' exporter doesn't export at all with errors of:
mesh.update() takes at most 2 arguments
&
location::-1

I have no idea how to fix any of these issues.

in Engine by (293 points)

This isn't an answer, but more of an observation for 3.2 stable.

I found that FBX mangles my mesh, and therefore the animations look horrible. I abandoned it after many attempts to make it work.

I found that glb works the best between Blender and Godot, but Godot has terrible design-time support for importing glb. It's so painful that I find it easier to export my animation as separate obj frames, and then animate them manually. It takes a TON of disk space, but the results are easier to maintain. But once the glb is actually imported into Godot, it works well.

Please log in or register to answer this question.

Welcome to Godot Engine Q&A, where you can ask questions and receive answers from other members of the community.

Please make sure to read How to use this Q&A? before posting your first questions.
Social login is currently unavailable. If you've previously logged in with a Facebook or GitHub account, use the I forgot my password link in the login box to set a password for your account. If you still can't access your account, send an email to webmaster@godotengine.org with your username.