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  • Workflow for imported .glb with custom animations and tracks?

I'm trying to figure out the workflow to use for importing gltf and glb files with animations. For example, a Mixamo character with a handful of animations combined in Blender, then exported as a .glb file.

I have not yet found a workflow that can do all of these things:

  1. add tracks to animations
  2. add new animations (like "RESET")
  3. integrate updates that happen when the .glb is replaced

I've been able to achieve 1 & 2 via "make local" on the scene, but at that point everything is local and detached from the imported stuff, so 3 doesn't work.

I've also been able to achieve 1 via the "save to file" and "keep custom tracks" advanced import options on the .glb itself, but then the RESET track disappears

I can only achieve 3 when I don't "mess with" the import, or when I create a new inherited scene. But the inherited scene animationplayer isn't writable... I can't edit or add animations.

What am I missing here? What is the workflow you're supposed to use for importing 3D assets with animations, then adding a RESET track, and adding sounds etc in the animationplayer, without "locking" everything to the version of the asset you used on day 1?

    hunterloftis I'm trying to figure out the workflow to use for importing gltf and glb files with animations.

    Adding animation

    1. integrate updates that happen when the .glb is replaced

    What does this change — the rig or just the mesh?