I don't know about the fbx in Godot, but at least Blender's FBX is purely clean room reverse engineered, meaning none of the developers have read the official FBX docs, due to Autodesk's licensing being pretty horrible.
So there's chances things can be wrong or not be supported properly. You might have an edge case FBX file that Godot doesn't understand.
(I'd guess Blender's FBX is more up to date than Godot's FBX, so as Cyber says, try using Blender to convert them)

cybereality Hmmm...I played Tokyo Xanadu and didn't have any problem with it's graphics; this looks pretty decent as well. It's not the type of artstyle I'd expect from an FPS but, perhaps you could do something different by making a FPS game based on games like Tokyo Xandu or Dusk Diver( which is a game I haven't played but seems incredibly similiar to Tokyo Xandu). What I like about Tokyo Xanadu is that it's "open world"( which is just a bunch of hub locations connected to each other through various levels) take place in a contemporary modern setting( that isn't post-apocalypic) yet it doesn't seem strange that the player can't drive anything. Getting away with an "open world" game that's limited in scope is something I probably should study. Anyway, what you want to do with your own game is up to you at the end of the day anyway. When your game is a major success, free to share some of the billions with some of us.

Godot used to use ASSIMP, but I believe they updated to a custom FBX loader. In any case, it's open source, so I assume reverse engineered. I've bought thousands of dollars worth of assets, and honestly the FBX files almost never work. Even in Blender. The format is horrible, and I think intentionally designed to be broken. There is no reason for an array of points and references to textures to not work in 2022. So FBX is bunk. OBJ almost always works, since the format is simple and public. But I'd still recommend importing to Blender so you can export the material properly.

    Woah! Look what I found on the internet. Someone is making this in Godot!

    Woah! Never heard of that. Animation is a little stiff, but otherwise it looks pretty full featured.

    I mean, that is pretty legitimate packaging. But if you get some random USB drive in the mail, you're kind of an idiot if you plug it into your computer. Like if some random white powder arrives in the mail, you gonna eat it? Maybe it's a good lesson in security.

    Nerdzmasterz Um, is there any reason files that are PNG

    I load PNGs up to 16k without problems. But I made these myself with libpng and load them with stb_image (that's C/C++). If there are crashes on loading, I would suspect the own part of the software to cause them. That'll be Godot. Bugs happen.

    cybereality It would be easier to answer the question if the choice limited what I could actually do in the game

      cybereality That's a bit annoying. Perhaps I should just skip fbx and go straight for the obj objects, then.

      Erich_L It would be easier to answer the question if the choice limited what I could actually do in the game

      Well I have a bunch of ideas. I'm just exploring the space. The original idea was an action FPS game, with parkour elements. This would be good for a single building or roof-top only like Mirror's Edge. But I also wanted to do some hacking elements, or maybe some sort of adventure game, more like Shadowrun, which would need a city or semi-open world. Where you could go on missions, hack computers, sell drugs, or whatever. I also was thinking of a physics based game, where you can pick up objects and interact with the world. This would be good for small spaces like single rooms. Maybe like a detective mystery where you investigate crime scenes. I'm not sure at this point. Just throwing out ideas.

        Reminder: Let's not post about politics and other similar topics (religion, morals, etc). This is the Godot community forums, so let's keep the discussion related to game development and make sure the conversations we have are tailored around this. I've removed the offending posts and discussion around it, but am leaving this here as a reminder.

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        Thank you! 🙂

        TBH, not much. I finally got the VR project to open after removing all FBXs. Thanks to those who helped with that!

        cybereality What you're describing here seems incredibly close to a deus ex-style immersive in an open world.

        I just beat Tormented Souls, best game I've played in a long time. It's like the original Resident Evil but better. Sadly all the trailers I found have the wrong gamma or tone mapping, it looked much better on my PC. Not sure why that is, but the game looks amazing.

        Thinking I might go with a fixed camera angle like this for my game. It really makes it feel more like a movie. Note, you can use tank controls, but the default is with the analog stick sort of like Ratchet and Clank or simple arcade platformers.

        Oh my goodness, I know what I'm asking for might be a tall order but, I'm going to shoot my shot. Um...Does anyone know how to smoothly mix animations with ragdoll physics. I know that they're tutorials out their on how to do ragdoll physics in Godot but, there doesn't seem to be any on how to mostly move between ragdoll physics and animations. Let's say that I want to make game where enemies get thrown by explosions in a ragdoll but, can also get up back again if they survive? How do I go about doing that? Anyway, here is the tutorial for reference:

        @Audiobellum I understand that what you're looking for are "inverse kinematics". These describe the process of propagating a movement (like fledgling limbs) from a proximal joint to the most distal part. You'll probably also want a technique to adapt the mesh to the bone kinematics.

        Or you just prepare a set of skeletal animations to mimic that type of movement, e.g. in Blender and import them into Godot. That'll be a plan B. Or A. Depends :-)