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This feature is present in Godot 3.x as the Instanced Sub-Scenes import option, but it wasn't reimplemented in the new 3D import system in Godot 4.0: godotengine/godot#56312 In Godot 4, you have an option to select individual meshes in the Advanced Import Settings dialog then save them to mesh resource files. This saves a Mesh resource, not a scene containing a MeshInstance3D node. This is more useful for working with particle nodes or MeshLibraries which accept Mesh resources, not MeshInstance3D nodes. |
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An example of this would be this Sedan model (found at: https://kenney.nl/assets/car-kit )
How the file gets imported into godot: Godot imports this as a scene which prevents it from being used in a meshlibrary for instance. |
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Recently I have switched development to Godot, I come from a background of working with Unreal and proprietary game engines.
All game engines besides Godot share the same behaviour when importing a 3d object file,
the file is imported as a complete object even if it is made of multiple sub-objects.
Adding this as an opt-in feature for Godot would (in my opinion) streamline the importing of many 3D objects as it would skip the step of needing to open up the newly imported file as a scene and then extract the desired objects.
Additionally this would improve the experience for developers familiar with other game engines, but new to Godot.
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