• 3D
  • 3D Animated Character Importation

I have made a 3d test project, you can move a 3d kinematic body around and there some other models I have imported to test rigid bodies and 3d movement 3rd person movement. It works perfect and I am happy with the result but I have used a basic 3d ball to represent the player. I want to know how to use a 3d character model, that has already been fully rigged and ready to go. (Go dot)

The model is an FBX, I learned I could switch to the import tab and reimport, then make a new inherited scene to import other formats other than OBJ into Godot. FBX seems not to work, the model looks like it just squashed up the textures into a cross or something weird. Most character models are in FBX (the ones that have been rigged). I have two on from Kenny and one from Game Dev Marketplace, its a free model that came with an original blender file format I guess someone with 3d modeling knowledge can use to edit the model and export into a format for Godot.

I've included the project as a zip. It was made in Godot 3.3.2

I would like to know how can I use such a character model in Godot, so it can animate when moving and behave in the same way as my 3d ball. Is there any restrictions or file format Godot uses for such 3d characters that are pre-rigged?

Thanks for the support. Also feel free to do as you wish with the project since its made with free stuff from kenny.

I would recommend exporting the file as GLTF (.gltf or .glb, I think) in Blender, as it's the most supported file in Godot currently. .gltf files also allow for animations, unlike .obj files.

The importing 3D scenes page on the documentation explains more about the restrictions and considerations for different file formats. :smile:

It worked and imported a skeletal node and a mesh node. However, I cant find and docs on 3d animation? I'm completely new to 3d but I think I understand you rig the skeleton or something and move the 3d model based on a rig?

The model already came with FBX rigged animations? Is there a way I can include those, should I export each on its own as a GLTF?

I've attached a zip of the project with the imported 3d GLTF character so you can take a look.

I downloaded the file and checked, and the GLTF file doesn't have any animations, so that's why it's not coming up in Godot. You are correct that the 3D model needs to be rigged with a skeleton and bones, and then these are manipulated/animated to move the model based on the rig. The 3D model has a working skeleton, so all it is missing is the animations.

If the animations are in separate files, then you'll need to import each into Blender, and then assign the animations to the base mesh. I'm not super familiar with the process though, so you may need to do some research/Googling to figure out the best way to do it.

The issues so far seem to be more related to blender, I can recommend blenderartists.org as the forum to find help with any blender related issues.

That is in addition to your topic here. :)

17 days later

Thanks. I will research this.