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Mesh Libraries Breaking Due To A Redundant Node3D Being Generated Upon Asset Import. #81850
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@PixelsPerMinute Hi, can you upload the test project for testing? I tested it with my own gltf and can't reproduce it. |
@jsjtxietian, So sorry for the late reply. I've been a little busy as of late. Here is a project set up with both a broken and working MeshLib. |
Confirmed with this test project. |
It seems that the source file exported by Blockbench 4.8.3 actually has an extra unnamed node at root in the document, so Godot's import behavior here is correct. Here is the relevant snippet from the source document showing that it deliberately includes an unnamed node at root:
That said, perhaps it is reasonable for MeshLibrary to allow looking multiple levels deep for the mesh, but to be clear, this is a workflow issue with MeshLibrary, not an issue with Godot's glTF importer. |
Exactly! We will need more work on the mesh library import side. |
Godot version
v4.1.1.stable.mono.official [bd6af8e]
System information
Godot v4.1.1.stable.mono - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3080 (NVIDIA; 31.0.15.3713) - AMD Ryzen 9 7950X 16-Core Processor (32 Threads)
Issue description
Mesh Libraries are breaking because of a redundant node being generated within the packed scenes created after importing any 3D assets.
Had to make assets local the scene and delete the bad node to make Mesh Libraries work. Simply unpacking the asset and leaving the bad node still breaks it. Bad node has to be deleted in order for MeshLibs to work.
Steps to reproduce
Video showing off the issue and how to reproduce it. Uploaded to YouTube because file size is too large for Github.
https://youtu.be/yebIvO_z0-0
Minimal reproduction project
N/A
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