Hey,

I'm trying to import a glTF from blender. It's about 90% working however there are a few small issues. One of the is when I import I get this red cross:

The other is that I'm unable to make any edits/adjustments once it's imported. And the other is that I'm unable to export the AO from blender and have it appear in Godot. I found this setup through this tutorial:

However, it doesn't seem to work for me.

Has anyone else gone through this and have any answers?

Edit:
I've just noticed an error message popup that was hiding on import saying:
Requested file format unknown: glb

Thanks,
Mitchell

    MWoodin
    hey!
    when importing glb, i dont get this red cross. it works.
    but now in godot 4 you can use blender files dot blend direct, why dont try that? you only have to set the blender directory in editorconfig...

      MWoodin One of the is when I import I get this red cross:

      Can you share the problematic file?

      I found this setup through this tutorial:

      The link to the tutorial is not working.

      And the other is that I'm unable to export the AO from blender and have it appear in Godot.

      Shaders are not imported.

      luckyboy
      This is (as far as I'm aware) less efficient memory wise. A .glb should be must faster to work with.

      The link to the tutorial has been corrected. It even has a text version — very cool! But I didn't understand exactly which version of the engine he uses and which version you use. In G4 there are significant differences between minor versions. I'll have to look into this tutorial.

        Tomcat

        Hey, yea I corrected the link. He's using 4.0.3 and I've tried it with 4.1 and 4.2.1

        I am getting an error directly on import however saying that .glb isn't recognised. However, it seems glTF is the main file format Godot is targeting so it should be recognised. It seems to be mostly working but I'm not getting the same level of control or ease of use that others seem to be getting. I'm not sure if it's a bug or if I'm janking something.

          Also I'm using a fresh godot project so nothing fancy. Just exporting a polyhaven model from blender as glTF and saving it directly to the Godot project location.

            MWoodin He's using 4.0.3 and I've tried it with 4.1 and 4.2.1

            The problem is that with the release of a new version of the engine, the tutorials need to be updated. Articles are much better than videos in this respect.

            However, it seems glTF is the main file format Godot is targeting

            Yeah, that's right. Import from Blender, it's a conversion via glTF.

            MWoodin Just exporting a polyhaven model

            Can you post the model that caused you difficulty, or give a direct link to it? It's better to talk about something specific.

            He raises an interesting point. I'll look into it closely one of these days.

            MWoodin when I import I get this red cross:

            This is an error of importing texture of .exr format. Strictly speaking, it is not desirable to use textures in this format in games — they are intended more for artistic (static or animated) pictures. Attempts to use unsuitable models for games have not been successful so far. It is necessary to adapt or immediately take models designed for game engines.

            And it is highly desirable not to crop the image, especially the important part for understanding the question (e.g. file extension).