Hi, i have a question/
I will create model in Blender 3.3 with armature.
I want to import it to godot 4.0, and mesh is invisible.(if I divide the model into mesh-. res it is, but I need bones)
I will export model to glb and import to godot
View in blender or glTF viewer:
In godot(also without bone):
Import Blender 3.3 Model with bone for Godot 4.0
Hm, you:
- Create model in Blender
- Export as .glTF
- Import .glTF to Godot
Right?
I use such approach and it works fine for me. I use currently Blender 3.5.0, but before I used also older versions and it always worked. I do not export models with materials though. Anyway not sure if that makes difference, because I guess it shouldn't cause issue with skeleton anyway.
Maybe there is some issue in export setting? Or there are some errors reported by Godot when importing? Have you checked console output of Godot (or output in Godot editor)?
- Edited
romacat2 mesh is invisible
Is it possible that the mesh is there, but is very small? I recently experienced that with an imported mesh. I had to make its scale 100 in Godot to make it the same size as the other objects in the scene. Although if that's the mesh's bounding box in the image, I suppose that's not the problem.
DaveTheCoder Is it possible that the mesh is there, but is very small? I recently experienced that with an imported mesh. I had to make its scale 100 in Godot to make it the same size as the other objects in the scene. Although if that's the mesh's bounding box in the image, I suppose that's not the problem.
Hmm. Hologram of object is big and visible(or I add not a full .glb file, only mesh, it visible)
GlyphTheWolf Hm, you:
1.Create model in Blender
2.Export as .glTF
3.Import .glTF to GodotRight?
I use such approach and it works fine for me. I use currently Blender 3.5.0, but before I used also older versions and it always worked. I do not export models with materials though. Anyway not sure if that makes difference, because I guess it shouldn't cause issue with skeleton anyway.Maybe there is some issue in export setting? Or there are some errors reported by Godot when importing? Have you checked console output of Godot (or output in Godot editor)?
I will export to .glb and my Blender is 3.3 LTS and Godot 4.0
GlyphTheWolf Maybe there is some issue in export setting? Or there are some errors reported by Godot when importing? Have you checked console output of Godot (or output in Godot editor)?
drivers/gles3/shader_gles3.cpp:242 - SkeletonShaderGLES3: Vertex shader compilation failed:
ERROR: 0:326: ';' : syntax error syntax error
drivers/gles3/shader_gles3.cpp:294 - Method/function failed.
drivers/gles3/shader_gles3.cpp:242 - SkeletonShaderGLES3: Vertex shader compilation failed:
ERROR: 0:329: ';' : syntax error syntax error
drivers/gles3/shader_gles3.cpp:294 - Method/function failed.
romacat2 Hmmm, that looks like possibly some issue with compatibility OpenGL rendering to me. I remember when I shared one of my projects with friend and he launched it on his old laptop with compatibility rendering (because his laptop doesn't supported Vulkan rendering) he had same issue (all static objects were visible and everything else were ok, but characters with skeletons were invisible) and when I asked him to show me console output it also printed some skeleton related shader compilation error.
It seems like it's a known Godot bug: https://github.com/godotengine/godot/issues/76142
There akien-mga suggests updating your driver. You can try that, but if it doesn't help, I'm afraid you'll have to somehow work around this issue ;/
- Edited
romacat2 ZIP with simplified model don`t upload here...
You can post on any file hosting site and link here.
LoipesMas It seems like it's a known Godot bug: https://github.com/godotengine/godot/issues/76142
The problem there seems to be with the Intel HD 4000. What is the renderer in this case?
Compatibility render in Godot and Eevee in Blender
romacat2 Compatibility render in Godot and Eevee in Blender
I meant which GPU? But it's easier to look at the file, of course.
Support for Intel HD 4000 is discontinued by Intel but I'm sure they have more recent drivers you could upgrade to, which might fix this issue and confirm it to be a driver bug.