+3 votes

I'm having trouble importing a .dae into Godot with textures mapped on it. I know how to set textures manually in Godot, but I feel like there is probably way to export a .dae from blender and import it into Godot with textures intact.

  • I'm using the better collada plugin
  • I've tried setting textures in both cycles and blender internal
  • I've tried importing a simple obj as well

Despite what I've tried, my model still is imported without any textures mapped to it. Can anyone tell me what I'm possibly missing?

in Engine by (171 points)

If you could use the .gltf format, that may be worth it.
For me it works fine with textures and all no troubles.
And it requires no extra plugins.

3 Answers

0 votes

Have your .blend file in the same directory as the textures, and export your .dae file there too.

Alternatively, you can edit the .dae with any text editor and change the path to textures.

by (14 points)

Hmmm, when I open up the .dae file I can't find any trace of it referencing any path to the textures I specified. What else could I be doing wrong?

I make a common practice of having the texture (PNG) file and the blend file in the same location as well as the (better collada) DAE file, and I can confirm: textures do not come over into Godot, you have to load them in manually after the DAE import.

0 votes

I have the same problem. At this point, you have to copy your texture manually over into Godot and then manually set the texture (PNG) to the imported blender mesh.

I have fussed with every combination of checkboxes in the Better Collada exporter (there is one called "Copy Images" which sounds like the trick, but does not work) and none of them cause the texture to be mapped to your blender objects in Godot as this time. :(

I'm looking forward to being wrong about this answer.

ALSO: per one of the Blender Devs, since Blender Internal ceased development back in 2010, and cycles is where all the focus is, Cycles is where the Better Collada exporter needs to focus as well.

by (328 points)

In blender under file there is the option of external data. if you pack all data into the blender file it should export the texture into the same location as the .dae file if you select copy textures in the Collada exporter. This will make the blender files larger but I feel that's a trade-off worth making to keep a copy of all textures with the source file at all times.

0 votes

In blender under file there is the option of external data. if you pack all data into the blender file it should export the texture into the same location as the .dae file if you select copy textures in the Collada exporter. This will make the blender files larger but I feel that's a trade-off worth making to keep a copy of all textures with the source file at all times.

by (268 points)

I have tested this and unfortunately not found this to work. (using Blender 2.78 and Godot 2.1)

Packed the texture(s) and made sure "File|external data | Automatically pack all into .Blend " was checked and checking the "Copy Images" checkbox in the BetterColladaExporter - and no textures are copied anywhere after the import of the Blender scene.

In fact, even if I save the .dae file AND the PNG texture to the same folder as the Godot .scn file (before doing the scene import) the texture is still NOT applied to the mesh, even though the texture is there in the same folder. Everything manual. :(

This gets to be quite a trial when there are dozens (or hundreds?) of textures that do not come over and need to be copied by hand and assigned individually.

Plus Godot has a weird habit of saying the source files have changed after you run your Godot program when the source files haven't actually changed, then it does an automatic update and you have to do all your texture assignments over again; as well as reassigning scripts, reconnecting node Signals etc.

If vonflyhighace2 or anyone has any suggestions, I am desperate for this texture import function to work.

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