Godot Vs. The GLTF File Format
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- Опубліковано 11 вер 2024
- PREFACE:
The negative experience I've had with GLTF may not represent yours. If not, good, please do not send hate or negativity, and instead be constructive.
This is my biggest video project in a very long time, first time working with After Effects. Hope you enjoy!
Twitter: x.com/NettleGog
Newgrounds: nettlegog.newg...
Hello! I do not intend to be stubborn and die on a hill by making this video, this was just to make aware some of the problems I was personally having and provide some entertainment for members of the Godot community! I am always open to change, and understand that the GLTF format and Godot will both grow in time, and I look forward to it. For those of you telling me to try FBX, I will definitely give it a go.
No bro.. you aint wrong its a little frustrating
FBX is the same as GLTF, godot treats it the sames because godots uses FBX2GLTF converter to use fbxs
You are not barred from using those features, just tick "editable children" on your imported node and it will work as a inherited scene without the reimporting pronlems
Hey, I just wanted to let you know that many people are working hard to improve this workflow. GLTF is still the "wild west" so to speak, it's a very new format, GLTF 2.0 came out in 2017. So everything is really new, both the format itself and Godot's implementation of it. Things will improve over the coming years and/or decades (decades for it to become as mature as other formats that have themselves been around for decades, FBX came out in 1996).
Thank you for this! Do you recommend a different format like Collada or FBX?
@@NettleGog hey buddy, we'll get your duck model working. Just wait a few decades.
@NettleGog please let me know if you figure out fbx, as far as I'm aware it's probably one of the more extensive File formats in terms of supporting way more goodies than obj or dae
FINALLY, someone who's speaking up about this in zoomer video form!
My gripe is that the stock imported tree is stupid with redundant nodes, and I want to separate the mesh nodes and the skeleton nodes into other parts of the tree into which i import them.
also, animations are uneditable, so i cant add onto it in the same animplayer node. even when i save the animations to a file, it wont let me!
and i use a custom material, so i have to re add it to each mesh everytime i reimport!
fortunately, this all can be automated with postimportscript. i can even modify a different scene entirely and just save that
That is an adorable dog.
this is like a video essay
except 60 times shorter
i like it
Pretty much my experience too.
I had the same trouble, now I use the blender file pipeline and it’s really not that bad. Just have blender linked up to Godot and put your .blend files in your project, now every time you save the file it updates. Also works ok with inherited scenes
How do you link Blender to Godot? Forgive my ignorance but this is the first time I've heard of that.
@@iLikeCoffee777 Godot has support for importing .blend files in anything higher than 3.0, you just need to turn on the option in the project settings and set a path to blender itself in the editor settings. You can find tutorials on setting it up.
I am currently building a game in Godot and the artist on the team has all of the same complaints. I am the "resident Godot expert" on the team, and it's something I have a problem with too. You aren't crazy. It just sucks :(
Such a same, because so much of the engine is nice and streamlined.
Also cute dog.
Dude the editing on this is crazy you need way more subs
This randomly popped up in my recommendeds. Chaotic and fun and I don't even use Godot lol. Keen to see more vids, keep it up!
love the editing style and presentation of this video. new sub :)
no you are right things in Godot don't work the way you think they do and is honestly the most frustrating bit when you are trying to use Godot or learn how to do something that comes easy and naturally in other game engines.
Nice dog :) I use check editable children and also sometime save the Animation out to disk - but most the time I can just use editable children and Animation Tree - I can use BoneAttachment3D no issue. Good luck
Came for the curios, stayed for the funny, left with cute dogs videos and pictures. Can`t get better :D
hamsterball background music i vibe
The first thing I do after importing a GLTF file into a Godot project folder is to save it as a Godot scene file and deleting the GLTF file. But yeah, if you're making significant changes to your model post-import, you're going to have to make an import checklist or something for whenever you want to update your model.
Also, good dog content. That's always welcome.
Every time reimporting messes everything up I deeply regret trying to use godot over unreal in a 3d project 😿... Too deep in to change now, but never again...
As far as FBX, I would say make sure to be using Godot 4.3 before doing that. There's a new FBX importer there. I tried to import some pre-made assets for a game jam, terrible experience pre-4.3. In 4.3 they came in pretty much perfectly in comparison.
But yes, generally agreed, I'm just getting started in the world of 3d, I feel like figuring out the pipeline from blender -> Godot is a tough one partially due to this. I don't find the importer very intuitive and I feel like I can't really quite get things setup the way I want. I haven't had to deal with much animation wise yet for my current project. But I have seem more complex 3d import scenes....
I'm a Godot fan boy through and through but will admit that I've had some jankiness in my experience with the gltf pipeline as well. At least keeping the new inherited scenes requiring minimal alterations keeps the jank contained for the most part.
get the blender addon, .blend file imports like gltf but i havent had an issue with reimporting an inherited scene.
Nice editing~
I also had big problems with gltf when i tried to import kenny's asset of an apple and animate it inside the godot. It was a mistake. Then i took the asset and animated it in blender and then exported to godot. now animation didn't looped properly (while in blender it's perfect).
I think 4.3 is supposed to solve a lot of the import problems with 3D objects. But yeah, as it is now, it's no fun.
I try to get around this by not inheriting the scene but rather copying the stuff out from it and rebuild it in a new scene. It also has its downsides, of course. I've yet to find a satisfying workflow.
You should probably look into animation libraries, bone groups and animation retargeting. Separating animations from your armature imports is a great help.
My solution is to just to use blend file importing. Like have my blends in my project file with blender support enabled.
doesn't it still cause same issues as gltf since godot just converts blend to gltf under the hood?
I just right click and make it local to scene, then when I want to change the model I just manually replace it
I have never related to a video so much.
I was working on a project and then move to UE5 from Godot.
But I had to move back because the model would import with out his legs.
So I move back because UE was a pain.
That dog is so cute omfg
GODOT GODS! FIX THESE ISSUES AND MY LIFE IS YOURS
HANKK HANKKK CLICK THE EDITABLE CHILDREN HANK *vigorously slams head against the windshield*
Good Luck Tave Fun
if you are open to change i think i had some spare change in my pocket. and some lint. lol
I though this channel has like thousands of subs but its has 137
Isn’t gltf meant for big scenes, not single models?
have you tried fbx
I was not aware FBX had bone support! I will give it a try, thanks!
@@NettleGog FBX is what Unreal and Unity use, so it definitely supports bones. Problem is Godot doesn't directly support it, you'd need to convert to glTF anyway.
godot and not gedough?
+rep aim hacking
"gltf is a good file format" as someone who's had the misfortune of writing a parser I can't help but strongly disagree, it's a putrid convoluted mess dreamt up by the utterly deranged, it's just the _least worst_ open format.
even a simple singular pos + uv mesh can be represented in at least 3 ways, making the most intuitive workflow to make individual parsers for each representation (which can coexist within the same file) then convert them into a common representation before sending the data to the GPU.
I'm only at 1:04 but just felt like mentioning:
You don't *need* bones to animate a model, but it is the easier and more modern option.
If you really wanted to animate like it's 1998, you could export every frame of animation to its own obj and write some additional scripts to handle the extra data. Maybe even combining them into a custom file format based on obj with support for animation frames, and then importing this file with an import plugin.
Your options for actually showing the animations would be to either 1) update the mesh vertices every frame (slow)
2) pass the frame information into a custom shader which reads it from a sampler2d and displaces the model vertices appropriately.
sry but more vids pls
also nice vid free sub from me