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Godot fails to import blend files from Blender 4.2 #92365

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passivestar opened this issue May 25, 2024 · 6 comments · Fixed by #93998
Closed

Godot fails to import blend files from Blender 4.2 #92365

passivestar opened this issue May 25, 2024 · 6 comments · Fixed by #93998

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@passivestar
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Tested versions

v4.3.dev6.official [89850d5]

System information

Godot v4.3.dev6 - macOS 14.4.1 - Vulkan (Forward+) - integrated Apple M1 Max - Apple M1 Max (10 Threads)

Issue description

It's a simple scene with a cube and nothing else in it

Screenshot 2024-05-25 at 22 24 22 Screenshot 2024-05-25 at 22 24 29

Steps to reproduce

MRP

Minimal reproduction project (MRP)

MRP_blend_fail.zip

@akien-mga akien-mga added this to the 4.3 milestone May 25, 2024
@akien-mga
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CC @godotengine/import

@fire
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fire commented May 25, 2024

Testing with the "blender" daily build channel on steam.

Will report back.

@fire
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fire commented May 26, 2024

The api for Blender broke compatibility by removing vertex colours in 4.2.

There's been significant debate over the merits of the vertex color change in the gltf blender io github issue.

@fire
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fire commented May 26, 2024

--- a/20-29 Tools/21 Godot 21/21.01 Godot/modules/gltf/editor/editor_scene_importer_blend.cpp
+++ b/20-29 Tools/21 Godot 21/21.01 Godot/modules/gltf/editor/editor_scene_importer_blend.cpp
@@ -188,11 +188,11 @@ Node *EditorSceneFormatImporterBlend::import_scene(const String &p_path, uint32_
        } else {
                parameters_map["export_lights"] = false;
        }
-       if (p_options.has(SNAME("blender/meshes/colors")) && p_options[SNAME("blender/meshes/colors")]) {
-               parameters_map["export_colors"] = true;
-       } else {
-               parameters_map["export_colors"] = false;
-       }
+       // if (p_options.has(SNAME("blender/meshes/colors")) && p_options[SNAME("blender/meshes/colors")]) {
+       //      parameters_map["export_colors"] = true;
+       // } else {
+       //      parameters_map["export_colors"] = false;
+       // }
        if (p_options.has(SNAME("blender/nodes/visible"))) {
                int32_t visible = p_options["blender/nodes/visible"];
                if (visible == BLEND_VISIBLE_VISIBLE_ONLY) {

@lorddevereux
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lorddevereux commented Jul 6, 2024

I think this PR #83320 is also relevant to this discussion, with some debate over how to manage specular colours from gltf. The problem there is the gltf format actually doesn't always contain all of the information necessary to recreate specular colour accurately under the Godot material system.

@tumblewed
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tumblewed commented Aug 9, 2024

If this is still occuring for you in 4.3rc, see: #94914. In my case .blend/.gltf files still weren't importing because the path to Blender in the Godot editor was configured to an older version of Blender.

It seems Godot 4.3 requires Blender 4.1 or later due to this change.

@akien-mga akien-mga unpinned this issue Aug 20, 2024
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6 participants