-
-
Notifications
You must be signed in to change notification settings - Fork 21k
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Godot stuck in import loop of FBX model with error -1073740791 #85402
Comments
if this is only problem - open your fbx model in Blender and export to GLTF2 |
@danilw if models have skeletons and animations then it's not that simple unfortunately. Blender has issues with FBX models too ;0. But since FBX have a support in Godot it's better to track these issues too ;). |
then fix it once Possible way to fix:
|
@danilw Godot aims at supporting FBX (reluctantly, but still), so please don't use this tone on bug reports regarding FBX meshes. It's fine to share advice once on how to work around the issue for a specific mesh, but this doesn't solve the problem that it fails in the first place (and thus many other similar meshes might fail). On the other hand without the affected model this will be difficult to debug. Make sure you have the latest version of Godot's FBX2glTF fork: https://github.com/godotengine/FBX2glTF/releases/tag/v0.13.1 You can also run Godot in verbose mode ( And if that still doesn't work, it could be worth trying to convert the model on the command line directly via FBX2glTF, testing some of the various options to see if you can get more debug information that just an error code. For the record, the command that Godot runs is: FBX2glTF --pbr-metallic-roughness --input <file> --output <target> --binary |
@akien-mga For now this is from verbose mode:
By the way, there's an FBX2GLTF extension you mentioned, but for blend->gltf files Blender is used, is there some plan to maybe utilize Blender for fbx too since there's already Blender option in settings (not saying it should be the only option since the fbx2gltf works better with skeletons but recently in godot 4 things have for some reason improved with fbx models for me too so having an option might be worth it)? Verbose console info
|
@viksl, once you've used ufbx to import your scene correctly, you have the option to export it as a glTF2 file using Godot Engine. This is particularly useful if you're planning to work with the scene in Blender, as Blender has robust support for the glTF2 format. If you've been having issues importing your scene directly into Blender, this method could serve as a workaround. By first importing your scene into Godot and then exporting it as a glTF2 file, you should be able to open the scene in Blender without any issues. Remember, the glTF2 format is designed for efficient transmission and loading of 3D scenes and models, making it a good choice when working with complex 3D assets. If you have any more questions or need further clarification, feel free to ask. |
Closing this issue because |
Godot version
4.2 RC2, RC1
System information
Windows 11 - Vulkan - Nvidia RTX 4070 - intel i5 13600KF
Issue description
I've got some FBX models, I'm trying to import them into Godot, most of them are ok but a dozen or so seems to trigger this error:
ERROR: FBX conversion to glTF failed with error: -1073740791. at: import_scene (modules/gltf/editor/editor_scene_importer_fbx.cpp:84)
The issue is that after failing to import godot triggers new reimport and just keeps going in an infinite loop of failed imports so I can't do much in the editor.
(I'll test in 4.1 tomorrow, I just wanted to log this report in case I forget.)
Steps to reproduce
For now I don't know why some FBX models trigger this error, Blender imports then just fine.
Minimal reproduction project
I don't have any, due to licensing issues I can't provide the problematic models and since my own models work I'm yet to find out what's going on.
The text was updated successfully, but these errors were encountered: