tutorials/assets_pipeline/importing_3d_scenes/node_type_customization #279
Replies: 8 comments 4 replies
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Judging by the Godot source code and the observed behaviour, |
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When using NLA, there are Actions, Strips, and Tracks. Based on my testing, you need to rename the Tracks, not the Action. Atleast when i export into glb with "NLA Tracks" export mode. |
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It's odd because only Collada files support primitive collision shape, neither gltf is supporting. |
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"loop" for animations doesn't really work. |
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Tried some experiments and you can't combine multiple types of suffixes, so for example you can't combine "-colonly" and "-rigid", you simply get a static body that has the name ending in -rigid. |
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I would love if tags for navigation link start position and end positions could be added. |
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Is there not a way to import a collision without it being a Static Body? |
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Nice! Thanks dude.
…On Mon, 1 Sept 2025, 17:47 Hugo Locurcio, ***@***.***> wrote:
You can import it as a RigidBody instead using -rigid.
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tutorials/assets_pipeline/importing_3d_scenes/node_type_customization
Many times, when editing a scene, there are common tasks that need to be done after exporting: Adding collision detection to objects., Setting objects as navigation meshes., Deleting nodes that are...
https://docs.godotengine.org/en/4.3/tutorials/assets_pipeline/importing_3d_scenes/node_type_customization.html
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