Godot Engine 3D asset pipeline: glTF 2.0 and FBX

Thanks to the dedicated work of several contributors (Ernest Lee, Gordon MacPherson and Marios Staikopoulos), Godot now has a fully functional glTF 2.0 import pipeline, as well as initial support for the FBX format. A significant portion of this work was generously donated by IMVU.

glTF 2.0 is considered to be the ideal choice for importing 3D scenes into Godot, and is seeing increasing industry adoption as a standard. In particular, the import of glTF 2.0 animations was greatly improved. Through collaboration with the Blender community, significant improvements in glTF 2.0’s import and export pipelines were made, which will be included in the upcoming Blender 2.83 release.

Godot now supports skeleton skins when importing glTF 2.0 and FBX scenes. Skin support allows multiple meshes to share a single skeleton.

The ESCN and Collada pipeline haven’t been updated significantly and act as they did in Godot 3.1. Skin support was not added yet to ESCN or Collada.

We also have included basic FBX support (currently in a preview state). FBX files exported from Blender with animations are partially supported. We do not support Maya or 3ds Max FBX files. In a future update we will improve compatibility for other packages.

Although the FBX and glTF 2.0 formats permit more than 4 bone weights per vertex, such meshes are currently unsupported in Godot 3.2. See also FBX2glTF as an option to convert pre-existing FBX content to glTF 2.0.

Jan 29, 2020: Here comes Godot 3.2, with quality as priority