EditorSceneFormatImporterFBX in Godot – Complete Guide

Welcome to this comprehensive tutorial on utilizing the EditorSceneFormatImporterFBX class in Godot 4. If you’ve ever dreamt of creating stunning 3D games or visualizations, knowing how to import high-quality assets is critical. Today, we will deep-dive into the heart of 3D asset importation within Godot, exploring how you can bring your favorite FBX models into the engine seamlessly. Not only will this tutorial enhance your development workflow, but it will also open up a world of creative possibilities for your projects. So let’s embark on this learning journey together and unlock the potential of FBX files in Godot.

What is EditorSceneFormatImporterFBX?

The EditorSceneFormatImporterFBX is a key class within the Godot engine specifically designed for importing .fbx scene files. These files are quite common in the 3D modeling world, as they represent complex 3D scenes created in Autodesk FBX format, which include meshes, textures, and animations.

What is it for?

The primary purpose of EditorSceneFormatImporterFBX is to convert FBX models into a format that Godot understand — in this case, glTF 2.0. It leverages the FBX2glTF tool to make this conversion possible, ensuring that creators can utilize a wide range of assets within their Godot projects.

Why Should I Learn It?

Understanding the process of importing FBX files into Godot is highly beneficial for anyone looking to:
– Expand their repertoire of usable assets in Godot.
– Ensure the assets behave predictably within the engine.
– Streamline the process of bringing assets from popular 3D modeling software to Godot.
This knowledge is incredibly useful, whether you’re just starting out or are a seasoned game developer eager to integrate professional-grade models into your work.

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Setting up Your Godot Project for FBX Import

Before you begin importing FBX files, you need to set up your Godot project correctly. Let’s start by ensuring that the import plugin is active in your project. Navigate to ‘Project’ > ‘Project Settings’ > ‘Plugins’ and check if ‘FBX Importer’ is enabled. If not, set the ‘Status’ to ‘Active’.

// Ensure the FBX Importer plugin is active in the Project Settings
[ProjectSettings] - [Plugins] - [FBX Importer] - [Status: Active]

Once the plugin is activated, Godot will automatically handle FBX files during import. However, you might want to set specific import settings for your FBX assets. Select your FBX file in the ‘FileSystem’ panel and go to the ‘Import’ tab where you can adjust various settings before re-importing.

// Adjust FBX import settings in the FileSystem panel
[Select FBX File] - [Import Tab] - [Modify Settings] - [Reimport]

Importing Your First FBX File

Importing an FBX file into Godot is straightforward. Simply drag and drop your FBX file into the ‘FileSystem’ panel of the Godot editor. Godot will automatically start the import process. After the import is complete, you will see the imported scene in your file system, ready to be used in your project.

// Importing an FBX file via drag and drop
Drag your FBX file into the FileSystem panel.

Let’s delve a bit deeper. If you encounter any issues, or if the file does not appear as expected, you can try re-importing the file manually by selecting it and clicking the ‘Reimport’ button in the import dock.

// Manually re-importing an FBX file
[Select FBX File in FileSystem] - [Import Tab] - [Reimport Button]

Configuring Import Settings for Assets

When you import an FBX file, you can tweak its settings to best match your game’s requirements. For example, you can adjust the import scale, set the animation FPS, or choose whether to import animations at all. Here’s how you might change the import scale:

// Changing import scale for an FBX file
[Select FBX File] - [Import Tab] - [Scale] - [Change Value] - [Reimport]

Animations are a big part of what makes FBX assets valuable. Fine-tuning animation settings is crucial for ensuring your animations play back correctly in Godot. Here’s how to set the FPS for animations:

// Setting the FPS for animations in an FBX file
[Select FBX File] - [Import Tab] - [Animation FPS] - [Set Value] - [Reimport]

Handling Materials and Textures

Materials and textures give your models the realism and flair they need. Godot allows you to decide whether to import materials and textures with your FBX files or use externally created Godot materials.

If you decide to import materials and textures with your FBX file, make sure the ‘Import Materials’ option is checked in the import settings.

// Ensuring materials and textures are imported
[Select FBX File] - [Import Tab] - [Materials] - [Import Materials Checkbox: Checked] - [Reimport]

But if you prefer to use custom Godot materials, you can disable the ‘Import Materials’ option and assign your own materials later on by creating a ‘SpatialMaterial’ or a ‘ShaderMaterial’.

// Assigning a custom Godot material to a mesh instance
var material = SpatialMaterial.new()
$YourMeshInstance.set_surface_material(0, material)

Stay tuned for the next part of our tutorial where we’ll explore advanced topics such as tweaking mesh instances and animations imported from FBX files.Continuing with our in-depth look at importing FBX files into Godot, let’s delve into refining your 3D models once they’re in the engine. Godot provides a wealth of options to modify and improve your imported assets.

Adjusting Mesh Instances

Once your FBX file has been imported, it will typically create a scene with one or several MeshInstance nodes, depending on the complexity of the model. You might want to adjust these mesh instances, such as changing their materials or transform. To do this, you can access the MeshInstance node in script. Here’s how you might rescale all MeshInstance nodes:

// Rescale all MeshInstance nodes in the imported scene
for mesh_instance in get_tree().get_nodes_in_group("MeshInstances"):
    mesh_instance.scale = Vector3(1.5, 1.5, 1.5)

Changing a material for a specific MeshInstance could look like this:

// Change material of a specific MeshInstance
$YourMeshInstance.set_surface_material(0, load("res://path_to_your_material.tres"))

You might also want to programmatically change the visibility of certain parts of your model:

// Toggle visibility of a MeshInstance
$YourMeshInstance.visible = !$YourMeshInstance.visible

Working with Animations

FBX files often include animations which are imported as AnimationPlayer nodes. To play an animation in Godot using code, you can interact with the AnimationPlayer:

// Play an animation using AnimationPlayer

Let’s say you want to connect an animation’s finished signal to perform certain actions in script once the animation is completed:

// Connecting the "finished" signal of an AnimationPlayer to a method
$AnimationPlayer.connect("animation_finished", self, "_on_Animation_finished")

func _on_Animation_finished(anim_name):
    print("Animation " + anim_name + " finished playing")

If you need to adjust animation properties, like loop or speed, you can do it using the AnimationPlayer’s methods:

// Set an animation to loop
$AnimationPlayer.get_animation("YourAnimationName").loop = true

// Change the playback speed of an animation
$AnimationPlayer.playback_speed = 1.5

Tweaking Imported Animations

Sometimes, animations imported from FBX files might not perfectly fit your game’s context or the character’s actions. Godot’s AnimationTree node is a powerful tool that can help tweak these animations.

Here’s how to set up an AnimationTree to work with your imported animations:

// Set up an AnimationTree for blending animations
$AnimationTree.active = true
$AnimationTree.tree_root = AnimationNodeStateMachine.new()

var walk_animation = $AnimationTree.set("parameters/walk/animation", "Walk")
var run_animation = $AnimationTree.set("parameters/run/animation", "Run")

Utilizing these nodes and scripts, you can blend animations to create smooth transitions, add layers to your character’s movements, or even manipulate the animations’ bones if needed.

Remember that to use animations effectively in Godot, understanding these foundational steps is crucial. Having gone through these examples, you should now have a stronger grasp of importing and managing FBX assets in your Godot projects. Don’t hesitate to experiment with the code snippets we’ve provided to get a feel for how powerful and customizable Godot’s import system is—they’re designed to help you learn by doing!

Stay tuned for more tutorials catering to your game development journey with Godot and other exciting technologies. We at Zenva are committed to helping you develop the skills you need to bring your creative visions to life.Continuing our exploration of managing FBX assets in Godot, let’s look at some additional practical code examples to make your 3D assets truly come alive in your games.

Code Examples for Advanced Asset Management

Applying Post-Import Scripts

Sometimes, right after importing an FBX asset, you need to make additional adjustments. You can automate this by attaching a script to the imported scene to run necessary modifications. Here’s an example of how a script attached to the root node of your imported scene might look:

// Script attached to the root node of an imported FBX scene
func _ready():
    # Perform your modifications here
    for node in get_children():
        if node is MeshInstance:
            node.mesh.surface_set_material(0, preload("res://materials/MyMaterial.tres"))

Creating Materials from Code

If you decide not to import materials with your FBX files, creating materials through code is straightforward. Here’s how you might set up a basic material with a diffuse texture:

// Creating a SpatialMaterial with a diffuse texture
var new_material = SpatialMaterial.new()
new_material.albedo_texture = preload("res://textures/diffuse.png")
$YourMeshInstance.material_override = new_material

Setting Up Collision Shapes

For physics interactions, you need to add collision shapes to your models. The following snippet demonstrates how to add a ConvexCollisionShape to your MeshInstance:

// Adding a ConvexCollisionShape to a MeshInstance
var collision_shape = ConvexCollisionShape.new()
var mesh_instance = $YourMeshInstance

    collision_shape.shape = mesh_instance.mesh.create_convex_shape()

Animatable Properties in Code

To animate properties in code, you can use Tween nodes. This example shows how you might animate the rotation of a MeshInstance:

// Animate rotation of a MeshInstance using a Tween node
var tween = Tween.new()
tween.interpolate_property($YourMeshInstance, "rotation_degrees", 
                            Vector3(0, 360, 0), 2, 
                            Tween.TRANS_LINEAR, Tween.EASE_IN_OUT)


Updating Animation Blends

To give you more control over your character’s animations, you can adjust blends in an AnimationTree using code. Here is how you might adjust blend amounts between two animations:

// Adjust blend amounts between two animations in an AnimationTree
$AnimationTree.set("parameters/blend/blend_amount", 0.8)
$AnimationTree.set("parameters/blend/left", 0.2)  # Blend towards the 'left' animation
$AnimationTree.set("parameters/blend/right", 0.8) # Blend towards the 'right' animation

These are just a few of the countless ways you can work with imported FBX assets within Godot. With these tools at your fingertips, you’re equipped to tweak and tune your 3D models, materials, and animations to suit the specific needs of your game. As always, experimenting with these snippets and adjusting them to fit your assets and game logic is the best way to learn and master the Godot engine’s powerful capabilities.

Develop your skills further and explore the vast opportunities that Godot provides. We at Zenva prioritize your learning experience, offering high-quality content to ensure you can make the most of tools like Godot for your game development endeavors. Happy coding, and enjoy bringing your virtual worlds to life!

Where to Go Next in Your Game Development Journey

Taking the first steps into game development with Godot can be thrilling as you watch your creations come to life. The journey doesn’t end here! If you’re energized by what you’ve learned so far and are eager to delve deeper into Godot and game development, we’ve got you covered.

Zenva’s Godot Game Development Mini-Degree is the perfect next destination. This series of expertly crafted courses will guide you through the intricacies of creating cross-platform games with the Godot 4 engine. From mastering 2D and 3D assets to scripting and building complete game mechanics, our project-based curriculum is designed to equip you with the skills you need to build a professional portfolio and thrive in the game development industry.

We believe that learning should be accessible and practical. Our collection of Godot courses offers not only the foundational knowledge for beginners but also complex techniques for more experienced developers. With our guidance, you can go from beginner to pro, creating the games you’ve always envisioned. Join us at Zenva Academy and let’s continue turning your passion for gaming into a tangible skill set!


Embarking on the path of game development with Godot can seem like a journey full of intricate mysteries—each tutorial solves one puzzle, and yet another awaits. With every asset you import, every line of code you write, and every scene you bring to life, you’re not just creating games—you’re sculpting universes. Your determination and our Godot Game Development Mini-Degree can be the partnership that propels you from enthusiast to expert game developer.

Remember, each skill you hone, each challenge you overcome adds another layer to your capabilities as a creator. We at Zenva are incredibly proud to accompany you on this creative expedition. Continue shaping your dreams into reality, and let’s pave the road to game development mastery together. Whether you’re crafting your first 3D world, or you’re scripting complex game mechanics, keep pushing your boundaries. The games of tomorrow await your touch, so seize this opportunity and let’s build them today!

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