• 3D
  • Wich Asset Exchange format is better in Godot. collada or glTF 2.0

Hi there, On the Godot download site we all can find the "better Collada exporter for Blender" and some time ago there was a title on the godot site which tells us why glTF is a good asset exchange and we all must push it, so it ca be the new standard format.

On the Khronos site i found the glTF 2.0 exporter for Blender and godot can work with this format. My Question is now, which format is better with godot?

I’d suggest using collada for now. The last time I used a lgTF 2 exporter, two different exporters, the exports had animation issues. The lgTF 2 exporters may be better now, but without knowing I’d suggest using collada.

In a few months to a year, I’d definitely recommend using lgTF, but for now (to the best of my knowledge) the lgTF exporters are not quite there yet.

Also, I should mention I was using Blender3D, if you are using another modeling tool you may have better results with lgTF.

I got Gltf crash when exporting from Blender animations, i don't think it is ready. Use Better Collada it export models and animations smoothly.

Okay, thank you :smile:

@TwistedTwigleg i also use blender, before this i used 3ds max student version but blender is free and powerful :) so i stay with it

Isn’t ‘direct’ import of blender files on the roadmap?

@marty said: Isn’t ‘direct’ import of blender files on the roadmap?

I've yet to know of even one engine beyond gamekit which makes use of blendlib to read .blends directly. They all use other intermediary formats such as motionbuilder .fbx, collada .dae or what not. Some might just do so in the background.

That's why I used single quotes. ;-)

I thought I had read somewhere recently that Godot was slated to get some sort of behind-the-scenes command line import via an intermediary (like Unity does with 3dsmax files and FBX).

Sure would be nice.