Godot Has A New FBX Importer... And It's FASSSSSST!

แชร์
ฝัง
  • เผยแพร่เมื่อ 17 พ.ย. 2024

ความคิดเห็น • 103

  • @gamefromscratch
    @gamefromscratch  8 หลายเดือนก่อน +2

    Links
    gamefromscratch.com/godot-4-3-has-a-new-fbx-importer/
    Synty Bundle from Demo:
    www.humblebundle.com/software/best-synty-game-dev-assets-2-remix-software?partner=gamefromscratch
    gamefromscratch.com/best-of-synty-2-game-dev-assets-humble-bundle/
    Sketchfab Model:
    sketchfab.com/3d-models/reap-the-whirlwind-297e1595d6cf4466bf5c7803db8c5bd8
    Timeline:
    0:00 Introduction
    0:15 Godot 4.3 Dev 4 Details
    0:45 Assets Used Synty and Sketchfab
    1:25 Working with FBX in Godot 4.2
    2:24 FBX2glTF
    6:00 Workign with FBX in Godot 4.3
    9:10 Manually creating FBX Textures
    12:50 UFBX the library that makes this all possible

  • @Beryesa.
    @Beryesa. 8 หลายเดือนก่อน +91

    FBX is kind of broken on purpose by Autodesk with each version, if you're free to use open tools like Blender, stick with open formats 😅

    • @pandueka7718
      @pandueka7718 8 หลายเดือนก่อน

      any recommended open format?

    • @Beryesa.
      @Beryesa. 8 หลายเดือนก่อน

      @@pandueka7718 glTF ✨

    • @Beryesa.
      @Beryesa. 8 หลายเดือนก่อน

      @@pandueka7718 gltf, pixar usd etc.

    • @felixm4977
      @felixm4977 7 หลายเดือนก่อน

      ​@@pandueka7718glTF is the one to use with Godot.

    • @109Rage
      @109Rage 7 หลายเดือนก่อน

      There's model3d?

  • @slygamer01
    @slygamer01 8 หลายเดือนก่อน +32

    Thank goodness! All of my extensive asset collection are in FBX format, and importing into Godot was a huge pain.

    • @vegatv5474
      @vegatv5474 8 หลายเดือนก่อน +1

      Are you watching this video? It's just save you 10 seconds, and if you have external textures, it will still a huge pain because it's no changes (instead of import).

    • @jaredjones6570
      @jaredjones6570 8 หลายเดือนก่อน +2

      ​@@vegatv5474 Perhaps texturing will be fixed in future versions. It's just nice to see that Godot is working on direct FBX imports.

  • @gostan2718
    @gostan2718 8 หลายเดือนก่อน +59

    A New FBX Importer without crashing the engine? Imposible!!!

    • @partymetroid
      @partymetroid 8 หลายเดือนก่อน +6

      Search your feelings! You know it to be true!

    • @eduardosanchezbarrios5810
      @eduardosanchezbarrios5810 8 หลายเดือนก่อน +3

      I have tried yesterday and works very good with no Issues

    • @USNTM2
      @USNTM2 8 หลายเดือนก่อน

      Impossibru

    • @eduardosanchezbarrios5810
      @eduardosanchezbarrios5810 8 หลายเดือนก่อน

      @@USNTM2 give it a try it works very good

    • @seabumbb3067
      @seabumbb3067 4 หลายเดือนก่อน

      I also tried it, by happy accident playing with character models. It worked flawlessly and I was then confused what to do with all the extra time I had allocated for the project!

  • @VictorEstivadorebarbudo
    @VictorEstivadorebarbudo 8 หลายเดือนก่อน +38

    this is cool but hope the GLTF export in blender get better and the no proprietary option keep growing. FBX is cool but not that perfect.

    • @gamefromscratch
      @gamefromscratch  8 หลายเดือนก่อน +28

      Oh FBx is annoying as hell at times. If you're creating your own assets, especially in Blender you want to export in gltf.
      But
      If you are getting assets from others, there's a VERY high chance they will be in FBX format.

    • @UltimatePerfection
      @UltimatePerfection 8 หลายเดือนก่อน +11

      @@gamefromscratch Godot can import .blend files directly though. There's a bit of setup involved (you need to give it a path to Blender, at least on Windows), but it works.

    • @TayoEXE
      @TayoEXE 8 หลายเดือนก่อน +3

      From my experience, it's been best to export blender models with animations and textures embedded, and then use the FB FBX2glTF converter shown in the video with the Godot FBX import options (which I'd been using at my company for years now and is the best converter in my opinion, and seems that Godot has forked it though to have a more up to date version of it, so I'm curious to try that myself).

    • @ArnoVai
      @ArnoVai 8 หลายเดือนก่อน +1

      @@UltimatePerfection Godot simply exports those .blend files to glTF in the backgroud, it's not true .blend support.

    • @UltimatePerfection
      @UltimatePerfection 8 หลายเดือนก่อน +1

      @@ArnoVai True enough.

  • @DarthBiomech
    @DarthBiomech 8 หลายเดือนก่อน +5

    Lack of the ability to import "the standard" 3d model format was my hugest obstacle in using Godot, basically preventing me from being able to work with it. So glad to see it finally being addressed!

  • @arkmagius
    @arkmagius 8 หลายเดือนก่อน +6

    If you don't want to have to nuke your settings every time you're comparing engine versions, you can put an empty file named ._sc_ in your Godot folder to make the installation self-contained.
    (to make a file whose name starts with a dot in Windows, name it ._sc_. and the trailing dot will be removed when you confim)

  • @Drejzer
    @Drejzer 8 หลายเดือนก่อน +9

    Always nice to see some good news about Godot!

  • @Zuriki09
    @Zuriki09 8 หลายเดือนก่อน +10

    If you have models without embedded textures, I feel like you're better served to manually re-export the model with embedded textures.

  • @ViktorsJournal
    @ViktorsJournal 8 หลายเดือนก่อน +4

    Another recommendation for how to add the materials. In the import window there's post import script where you can assign a script and with couple lines you can automatically load all the textures and prepare and assign the materials to your model, works with reimport too so if chagnes are made it's all fine. I've been using fbx models and adding the textures all the time is such a pain that I now default opt to this option.
    UFBX also fixes couple issues which occur with fbx2gltf.

    • @valotharion
      @valotharion 4 หลายเดือนก่อน

      Could you share the script?

    • @ViktorsJournal
      @ViktorsJournal 4 หลายเดือนก่อน

      @@valotharion Check here, you can put there anything you need.
      There are other parts where you can use a script for pre import and such too though those are called differently, all in docs.

  • @jayrulez
    @jayrulez 8 หลายเดือนก่อน +4

    This is good news. Broken FBX import has always been one of the showstoppers every time I tried Godot.

    • @charlieking7600
      @charlieking7600 8 หลายเดือนก่อน

      Which ones also were?

    • @jayrulez
      @jayrulez 8 หลายเดือนก่อน

      ​@@charlieking7600are you asking for other reasons?

  • @llareia
    @llareia 8 หลายเดือนก่อน +1

    Is it just me, or did the Synty materials come in with less specular in 4.3? They looked similar to what I'd expect from importing Synty into Unity (very matte).

  • @Ken1171Designs
    @Ken1171Designs 8 หลายเดือนก่อน

    Really awesome to finally have a built-in solution for FBX. Just a bit disappointed that textures are still a problem. But one thing at a time. It's getting there! ^___^

  • @galnart5246
    @galnart5246 8 หลายเดือนก่อน +10

    Love godot updates

  • @zaxarner5964
    @zaxarner5964 8 หลายเดือนก่อน +1

    Why did the various materials "look" correct in the advanced import settings? At 11:47, you can see that the "arms" material looks like it imported correctly. I get that one is embedded and the other isn't, but seems like a Godot issue, not an FBX or UFBX issue.

  • @Barakooda3D
    @Barakooda3D 8 หลายเดือนก่อน +2

    USD or BLEND should be the next focus.

  • @Shazzner
    @Shazzner 8 หลายเดือนก่อน +1

    I think the reason the robot isn't importing correctly is because you changed the relative paths to the textures by coping them all into one folder.

  • @MattEatsMochi
    @MattEatsMochi 8 หลายเดือนก่อน +1

    how fast you count seconds is me when I forget to take my anxiety medication :D

  • @kiryonnakira7566
    @kiryonnakira7566 8 หลายเดือนก่อน

    What i remember from this video is that you should always put your project in temp and then restart your computer because of windows update (there's always one).

  • @cullencanejo7731
    @cullencanejo7731 8 หลายเดือนก่อน +2

    The 4.3 importer is missing the window texture on the gas station compared to the 4.2 one. some other windows are affected as well.

    • @lyuma
      @lyuma 8 หลายเดือนก่อน +2

      If you have an asset which regressed, it would be really helpful to file a godot issue or share it. as a engine dev, I would love to take a look

    • @cullencanejo7731
      @cullencanejo7731 8 หลายเดือนก่อน

      @@lyuma The video shows it regressed. so that town he's using would work. I also don't have the model to file a godot issue to share it. besides sharing the video I wouldn't be much help

  • @AC-fi8ge
    @AC-fi8ge 3 หลายเดือนก่อน

    What a godsend - I could not have switched to GD 4.3 (rc3) any faster.

  • @scribblingjoe
    @scribblingjoe 8 หลายเดือนก่อน +2

    I wonder what Synty is doing differently than everyone else.

    • @USNTM2
      @USNTM2 8 หลายเดือนก่อน

      They use Maya as opposed to Blender for their modeling.

  • @Midrule
    @Midrule 8 หลายเดือนก่อน

    You can open a files advanced import settings easily by just double clicking the file btw

  • @Gokuguy1243
    @Gokuguy1243 หลายเดือนก่อน

    WOW its insane how fast and seamless it is. Godot is fuckin awesome

  • @phir9255
    @phir9255 8 หลายเดือนก่อน

    Speaking of FBX importers, recently I used Maya 2010 and the FBX importer there is completely incompatible with today's models.

  • @HuangShengHong
    @HuangShengHong 8 หลายเดือนก่อน

    I think ditching fbx and use gltf is much simpler. Just convert fbx using Blender, or a newer version of 3dmax (2023 If I recalled correctly)

  • @Ocdib
    @Ocdib 6 หลายเดือนก่อน

    This unfortunately does not work with any of the synty bundle assets I purchased. Every single one of them loads without textures. I have to manually add a texture resource to each .fbx file...

    • @gamefromscratch
      @gamefromscratch  6 หลายเดือนก่อน +1

      Copy the textures into your Godot project before importing the FBX.

    • @Ocdib
      @Ocdib 6 หลายเดือนก่อน

      @@gamefromscratch thank you so much for responding so promptly. I did that for the town pack you had in the video, but other packs (office pack, etc.) do not work. I'll try again today.

  • @kooostia16
    @kooostia16 8 หลายเดือนก่อน +2

    why would someone still use fbx if gltf exists?

    • @imaginair
      @imaginair 8 หลายเดือนก่อน +6

      A lot of assets come in fbx format. You can convert them. But importing is easier if it works

    • @DarthBiomech
      @DarthBiomech 8 หลายเดือนก่อน +2

      My modeling program can't export to gltf, for one.

  • @tysoneggum6380
    @tysoneggum6380 8 หลายเดือนก่อน

    Still waiting for native USD support

  • @TheSoulmarine
    @TheSoulmarine 8 หลายเดือนก่อน

    Finally!

  • @GoblinArmyInYourWalls
    @GoblinArmyInYourWalls 8 หลายเดือนก่อน

    If you use the seconds o. The youtibe video, it's not 11, it's 8, but procloser to 7.5

  • @zevac
    @zevac 8 หลายเดือนก่อน +2

    Godot didn't have fbx this whole time?

    • @fobstaa
      @fobstaa 8 หลายเดือนก่อน +2

      Because it's closed source Autodesk format

    • @DevilTheMan
      @DevilTheMan 8 หลายเดือนก่อน +1

      It was removed with 4.0 Godot 4 offers only to convert FBX to gltf.

    • @zevac
      @zevac 8 หลายเดือนก่อน

      @@DevilTheMan that's messed up

    • @ViktorsJournal
      @ViktorsJournal 8 หลายเดือนก่อน

      It worked with the fbx2gltf as shown in the video, the fork of this tool us updated on godot's github too, I have been using fbx for over a year in godot or more.

    • @lyuma
      @lyuma 8 หลายเดือนก่อน +1

      I replied to another similar comment recollecting that Godot has received a new FBX importer in 3.2.2 in the past which it was forced to abandon in Godot 4.0 due to being so crashy and buggy that Facebook's conversion tool (FBX2glTF) worked better..... except for having a weird Autodesk license and being a separate download.
      Basically, the difference this time around is that ufbx was written from scratch by an actual game company, complete with heavy testing to ensure pixel perfect imports against .obj reference files. The heavy testing, strict coding style and dev talent that went into ufbx is what is successful this time around. (As to how I've tested it, I maintain the Unidot importer to convert unitypackage files into Godot, and in the testing I've done so far, it has been producing flawless imports of all sorts of different asset packs made in a variety of fbx modeling software.)

  • @Im_Ninooo
    @Im_Ninooo 8 หลายเดือนก่อน +1

    it's a real shame that FBX is still terrible at importing materials correctly (or at all)...

  • @DanielMircea
    @DanielMircea 8 หลายเดือนก่อน

    Dint they rewrite the fbx importer in godot for 3.2?

    • @lyuma
      @lyuma 8 หลายเดือนก่อน

      Good memory. Indeed, the importer was rewritten in 3.2.2 specifically , but the code was incomplete and on top of that, was missing array checks in a lot of places leading the 3.x fbx importer to be known to crash often. 3.2.1 and earlier used a different FBX library called Assimp, which is known for having lots of inaccuracies but not crashing.
      In Godot 4, we decided to take a different route. The 3.x FBX importer was too unstable to depend on, and Facebook had released their own tool called FBX2glTF. The reason FBX2glTF works well is because it uses the official proprietary Autodesk FBX library: the Autodesk licensing made it impossible to make part of Godot so it was relegated to an optional extra download, making it a major headache for users to install. Furthermore, despite using the official library, FBX2glTF has a lot of inaccuracies including its handling of scale, pivots or n-gons in some cases.
      Then came ufbx, ticking all the boxes: good license; pixel perfect compatibility with Autodesk SDK in every case I've tested; using obj files for validation testing; and written by a game company so very well tested. The fact that ufbx was developed is nothing short of a miracle, and stands to be a game changer. And I'm proud that we were able to get the integration ready in time for Godot 4.3

    • @lyuma
      @lyuma 8 หลายเดือนก่อน

      Good memory. Indeed, the importer was rewritten in 3.2.2 away from assimp, but godot fbx had lots of crashes and bugs. By the time 4.0 came out, all the bugs were not fixed and the fbx2gltf tool seemed like a better option so the 3.x importer was abandoned . Now 4.3 finally gets the ufbx library which has gone through rigorous industry testing.

  • @developerdeveloper67
    @developerdeveloper67 8 หลายเดือนก่อน

    Like why? Why go backwards to reverse engineered importer of a proprietary format? That makes 0 sense, the only import time that should be impacted is when you import the mesh first time or when you change the mesh. The other loading of the games should be made from their own internal binary mesh data format.

  • @PeterKLee
    @PeterKLee 8 หลายเดือนก่อน

    finally!!

  • @Volt-Eye.
    @Volt-Eye. 8 หลายเดือนก่อน

    IDK what it is but its cool.

  • @ryant2389
    @ryant2389 8 หลายเดือนก่อน

    8:03 man you really hate vinyl huh?
    🤣

  • @igorgiuseppe1862
    @igorgiuseppe1862 8 หลายเดือนก่อน

    you can use self contained mode from godot instead of nuke it =P

  • @kupcuk
    @kupcuk 8 หลายเดือนก่อน +2

    will this unretardify the animation importing?

    • @saulsantos4132
      @saulsantos4132 8 หลายเดือนก่อน +1

      Well if it fbx animation, it should be better.

    • @lyuma
      @lyuma 8 หลายเดือนก่อน +1

      My changes to the 4.3 animation importer now has a checkbox to import animation FBX as skeletons, and allow copying a reference t-pose. If this is what you mean, it should now be much better. If it is something else, an issue would be greatly appreciated

    • @kupcuk
      @kupcuk 8 หลายเดือนก่อน

      @@lyuma thank you. my issue was not technical, it was about process. This seems like a change making the process easier.👍

  • @tacticalassaultanteater9678
    @tacticalassaultanteater9678 8 หลายเดือนก่อน

    I wish it supported .t3d files

  • @partymetroid
    @partymetroid 8 หลายเดือนก่อน

    Staggering 🤔

  • @ZZKJ396
    @ZZKJ396 8 หลายเดือนก่อน

    Dont use Syntey as their are no textures, this represent a tiny minority of assets that people actually use

    • @gamefromscratch
      @gamefromscratch  8 หลายเดือนก่อน +2

      Synty use textures, it's just they only use the albedo channel

  • @jasonwilliams8730
    @jasonwilliams8730 8 หลายเดือนก่อน

    👍

  • @nickolaslewis1560
    @nickolaslewis1560 8 หลายเดือนก่อน

    That's why I don't like FBX.

  • @ganipra7402
    @ganipra7402 8 หลายเดือนก่อน

    yohooooooo

  • @coloneljcd6041
    @coloneljcd6041 8 หลายเดือนก่อน

    nuke it from orbit? You cant make that decision ur just a grunt!

  • @falsechord
    @falsechord 8 หลายเดือนก่อน

    but...why? glb is better and free

    • @Tim3Lime
      @Tim3Lime 8 หลายเดือนก่อน +1

      Because like it or not fbx is still the standard. Ppl have to be able to use assets they've bought ect....

  • @Roddev776
    @Roddev776 8 หลายเดือนก่อน

    Pixel art softwar open source free for linux ofline sympel sprit shit frame exporter

  • @aethernova
    @aethernova 8 หลายเดือนก่อน

    crap format from Autodesk, dont really need to use

  • @DaNoobMaster
    @DaNoobMaster 8 หลายเดือนก่อน

    First

  • @UllrichPraetz
    @UllrichPraetz 8 หลายเดือนก่อน

    I am new to game development. I guess FBX is industry standard.
    Are *.blend files are a viable option?