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
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!
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).
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.
@@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.
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).
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)
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!
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 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.
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).
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! ^___^
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.
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).
@@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
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 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.
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.
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.
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.)
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
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.
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