Godot Engine
Godot .blend File Import Issues
Alright, basically:

I'm trying to import the model of a ship into Godot. I tried using other file types, but they either messed up the collissions, model itself, or both. So, back to .blend files. I tried to import it, but all it does is make the file appear with a red X as its icon, and gives 2 error messages in the output window:

modules/gltf/gltf_document.cpp:7673 - Condition "err != OK" is true. Returning: ERR_FILE_CANT_OPEN Error importing 'res://Ship Po-Beda.blend'.

(For those confused, the name is "Ship Po-Beda" because the ship is named ПОБЕДА [POBEDA], which means "Victory" in Russian, but the P and O are scribbled out, resulting in just БЕДА [BEDA], which means "Misfortune", fitting the whole vibe of the game.)

Before anyone asks:

Yes, I have enabled Blender importing in the project settings.

Yes, I have set the Blender path in the editor settings, and even reset it multiple times to see if that fixes anything.

I have no idea what to do, please help me.
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Сообщения 15 из 5
Do any of the things mentioned here help? Sometimes it's a workflow issue.
https://www.reddit.com/r/godot/comments/17dxfb3/blender_to_godot_updated_workflow_guide_for/

The only other things i can think of off the top of my head are that the file is in use when Godot tries to import it (perhaps blender is still writing to it, or your antivirus is interfering), or perhaps there is a permissions issue because of where the project files reside.
did you try to remove "-" symbols from the file name?
other things with file names that might cause issues: spaces in file names, capitalized letters. Not saying that its what's responsible, but usually errors of this type is because the code can't deal with stuff like this.

Also AFAIK all that the blender plugin does is export the model as an .FBX and then import it in godot with FBX importer. You can also try do both steps manually
Автор сообщения: jagholin
did you try to remove "-" symbols from the file name?
other things with file names that might cause issues: spaces in file names, capitalized letters. Not saying that its what's responsible, but usually errors of this type is because the code can't deal with stuff like this.

Also AFAIK all that the blender plugin does is export the model as an .FBX and then import it in godot with FBX importer. You can also try do both steps manually

Автор сообщения: umop-apisdn
Do any of the things mentioned here help? Sometimes it's a workflow issue.
https://www.reddit.com/r/godot/comments/17dxfb3/blender_to_godot_updated_workflow_guide_for/

The only other things i can think of off the top of my head are that the file is in use when Godot tries to import it (perhaps blender is still writing to it, or your antivirus is interfering), or perhaps there is a permissions issue because of where the project files reside.

Neither of the solutions mentioned above have worked. I am beyond confused, and admittedly kind-of nervous for the future of this game. You see, this is for a game jam, the deadline of which is next week. I pray to god that I manage to find out what the issue is until then, otherwise I may have to scrap and restart the entire project.
You might try exporting as .gltf instead of .blend, and see if that changes anything.

Good luck in your game jam!
Автор сообщения: umop-apisdn
You might try exporting as .gltf instead of .blend, and see if that changes anything.

Good luck in your game jam!

Yeah, that was the second thing I tried, and it worked. The problem is, it confused Godot and broke all the collissions, along with the entire model.

Also, thank you for that last part :)
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Сообщения 15 из 5
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