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ufbx and FBX2glTF contain several subtle differences which can break compatibility of scene inheritance / NodePaths when switching a scene from one to the other.
We have an "Importer" dropdown in the import dock, but it defaults to ufbx even for projects migrated from older versions of Godot.
On a migrated project, it will have fbx/importer=1 if using FBX2glTF and fbx/importer=0 for ufbx. If fbx/importer is missing, we should treat as FBX2glTF, I think.
Steps to reproduce
Open the attached project in a 4.3 build.
Click a .FBX file.
it will show importer = ufbx even though the project was created before ufbx was implemented.
Hierarchy will be missing RootNode which will break NodePath references.
Tested versions
System information
Godot v4.3.beta (bd2300d) - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3090 (NVIDIA; 31.0.15.3713) - Intel(R) Core(TM) i9-9900K CPU @ 3.60GHz (16 Threads)
Issue description
ufbx and FBX2glTF contain several subtle differences which can break compatibility of scene inheritance / NodePaths when switching a scene from one to the other.
We have an "Importer" dropdown in the import dock, but it defaults to ufbx even for projects migrated from older versions of Godot.
Example project.godot:
On a migrated project, it will have
fbx/importer=1
if using FBX2glTF andfbx/importer=0
for ufbx. Iffbx/importer
is missing, we should treat as FBX2glTF, I think.Steps to reproduce
RootNode
which will break NodePath references.Minimal reproduction project (MRP)
https://github.com/godotengine/godot/files/12619311/AnimsTest.zip
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