Import Mixamo with Godot

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ImmersiveRPG

ImmersiveRPG

Күн бұрын

Пікірлер: 6
@bluething3D
@bluething3D 5 ай бұрын
"it is not worth a budget of 50 thousand" RIP, soldier steve got roasted
@mikewiley977
@mikewiley977 6 ай бұрын
When I import my character in to Godot 4, the mesh names don't match the actual meshes. For example the "eyes" mesh is actually the "arrow" mesh. I working with the Erika Archer w/ bow character. How can I change those mesh names ?
@immersiverpg
@immersiverpg 6 ай бұрын
I just tested that character. It looks like they labeled things wrong. I would rename things in Blender before exporting to GLTF.
@akitaropiquet7580
@akitaropiquet7580 11 ай бұрын
why do you clear the scale back to 1 in blender to then reset it to .01 in godot when importing the model?
@immersiverpg
@immersiverpg 11 ай бұрын
It is really complicated, hard to explain, and took many days of trail and error. Sorry if I can't explain it very well. In 3D modeling it is good practice to "apply scale" on a model so everything is always scaled to 1. Otherwise it can break all the animations when you resize things. But they don't do that at Mixamo for some strange reason. The models from Mixamo are gigantic, but then scaled down smaller. So to fix this I scale them back to 1, which makes them gigantic. Then when I import them in Godot it is like 1000, so I can scale it down 0.001 and get it back to 1, while not breaking the animations. Then our model and animations are back to 1 when imported in Godot.
@akitaropiquet7580
@akitaropiquet7580 11 ай бұрын
@@immersiverpg Ok, makes sense, thanks for your explanation!
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