GLTF vs .obj

TudorTudor Posts: 51Member

Hello!
When I import a 3D model, with rig and an animation, from Blender 2.8 to Godot, in GLTF format, the model is imported as an whole scene, and I have access to animations.
But, when I import it as in .obj format, the model is imported as a mesh, and I can use it for my player (kinematic body), but I do not have access to animations.

How should I import the 3D model, or what should I do to use the model as player mesh and have access to animation?

Best Answers

  • SIsilicon28SIsilicon28 Posts: 769
    Accepted Answer

    Obj doesn't support mesh animations. You should stick to gltf.

  • UnknownUserUnknownUser Posts: 1,389
    edited August 2020 Accepted Answer

    My general rule is I use Obj if its a static object because its good to have those meshes directly in the scene. However if I need bones/animation/multiple-objects/etc then OBJ wont cut it.

    I do find it frusturating how much Godot fights you when you want to edit the heirachy it creates out of an import. Theres some real useability fails in there.

Answers

  • SIsilicon28SIsilicon28 Posts: 769Moderator
    Accepted Answer

    Obj doesn't support mesh animations. You should stick to gltf.

  • TudorTudor Posts: 51Member

    Thank you for the hint! :)

  • UnknownUserUnknownUser Posts: 1,389
    edited August 2020 Accepted Answer

    My general rule is I use Obj if its a static object because its good to have those meshes directly in the scene. However if I need bones/animation/multiple-objects/etc then OBJ wont cut it.

    I do find it frusturating how much Godot fights you when you want to edit the heirachy it creates out of an import. Theres some real useability fails in there.

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