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Hi! I see this repo doesn't have a issues template - I hope the below info is ok.
Using: recently downloaded FBX2glTF 0.13.0, and Godot: v4.0.stable.official [92bee43ad]
I recently purchased a Synty bundle thinking that I might be able to 'just drop' assets in Godot. Oh my!
Generally speaking, the Synty folder structure is reasonably fixed with a subfolder of Texture, with individual assets and characters in subfolders (and a demo in its root which tbh is an anomoly and users can shift to subfolder if that is easier);
Looking at the demo map fbx with Notepad++ I can see references to;
Shininess 4 (if you squint between the double/number/D/etc)
In Godot, this appears to translate to a models with shared textures - awesome! This does make fixing the scene vastly easier.
Name: Mat_PolygonBattleRoyale_Road_01 😮
surface/material/albedo/texture - empty 😢
alpha - I have no idea what to set this to, all the setttings seem weird checking a Quartunius nature tree.
Metallic + Roughness - has values? I reset these, and things look cvastly better, and I don't ^think^ I dragged files in the wrong places in all places. 😒
ShadowMesh - (part of godot import, never mind)
I imagine this project really isn't able to read the encoded details in these files , especially as they change all the time. And I imagine that the intent of the tool is to deal only in the files that are provided rather than to 'look' around and try fix things.
I'm wondering if "Mat_" is a prefix used in fbx2gltf, and to specify a different prefix/suffix instead? "..\Textures{name}.png" or something that be recognized by Godot might MIGHT be a relatively trivial change?
Thanks for the long read - I hope it makes sense!
The text was updated successfully, but these errors were encountered:
Hi! I see this repo doesn't have a issues template - I hope the below info is ok.
Using: recently downloaded FBX2glTF 0.13.0, and Godot: v4.0.stable.official [92bee43ad]
I recently purchased a Synty bundle thinking that I might be able to 'just drop' assets in Godot. Oh my!
Generally speaking, the Synty folder structure is reasonably fixed with a subfolder of Texture, with individual assets and characters in subfolders (and a demo in its root which tbh is an anomoly and users can shift to subfolder if that is easier);
Looking at the demo map fbx with Notepad++ I can see references to;
In Godot, this appears to translate to a models with shared textures - awesome! This does make fixing the scene vastly easier.
I imagine this project really isn't able to read the encoded details in these files , especially as they change all the time. And I imagine that the intent of the tool is to deal only in the files that are provided rather than to 'look' around and try fix things.
I'm wondering if "Mat_" is a prefix used in fbx2gltf, and to specify a different prefix/suffix instead? "..\Textures{name}.png" or something that be recognized by Godot might MIGHT be a relatively trivial change?
Thanks for the long read - I hope it makes sense!
The text was updated successfully, but these errors were encountered: