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when importing .gltf with separate meshes, naming of imported meshes is unintuitive and different than what it was in < 3.4 #54922
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Can you give an example what you want it to be if you can change the name? |
How it worked in 3.3.4 (and below ) seemed pretty intuitive, mesh name was the same as name of meshinstance class in .gltf scene, which is the same as name of object in 3d modeling tool. |
I think the change is fine and I think I will adjust my naming convention to fit the new system (well I have to anyway, because I cannot wait for the fix). I just think the Checkbox should work so users can keep their existing conventions. This being said: I think I have a slight preference for using the old scheme as default and have the checkbox be relabelled to something like "Include root file name" |
This change is not fine, the gltf file name should not be part (a prefix) of the mesh name. This change has unfortunately has spilled over to the godot 4 version and hopefully will be reversed. |
This is a regression from #49120 (which is a In the godot/editor/import/resource_importer_scene.cpp Line 1076 in f11bed2
However, I can see that it's forcibly set to godot/editor/editor_file_system.cpp Line 1695 in f11bed2
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Is there a way to override that for users? |
Just to confirm: this means if I first imported an glTF with an older version of godot, that checkbox can work, but if I used godot 3.4 for adding that file to my project the legacy-names checkbox won't work no matter what. Because currently it is not working no matter what for me right now... |
See #55796, there was indeed a regression in 3.4-stable which made the This was fixed by #54911 which is included in 3.4.1. You can either reimport models with 3.4.1 RC 2 or 3.3.4 stable and they should have the legacy names, unless the option is disabled. |
Thank you. Those compression options will make the meshes load faster during runtime? |
Mesh compression is mostly about improving rendering performance and reducing battery usage on mobile platforms. It's unlikely to affect loading times. |
Is this issue already solved in the new/current build? |
No, see #56447. |
Thank you |
Godot version
3.4
System information
Mac OS Mojave 10.14.4
Issue description
When importing .gltf with option 'import with separate objects ' resulting .mesh files are named as 'scene name' + default type from 3d editor instead of custom name as it was in previous versions
Steps to reproduce
Minimal reproduction project
weight_paint_import_bug
Edited: Url was incorrect.
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