GLTFMesh in Godot – Complete Guide

When stepping into the world of 3D game development, one often encounters a variety of tools and resources designed to streamline the process. An essential piece of this puzzle is dealing with 3D models and their respective animations and materials, which is where the GLTFMesh class in Godot 4 becomes a game-changer for developers. Specifically tailored for the Godot Engine, the GLTFMesh class represents a powerful resource that simplifies the management of 3D models within the game scenes.

Understanding this valuable facet of Godot is not only going to enhance your game development skill set but also provide you with the efficiency to tackle more complex projects. Its role in crafting beautiful and lively 3D environments cannot be overstated, making it an indispensable knowledge for developers aiming to create visually appealing games.

What is GLTFMesh?

GLTFMesh is a class in the Godot Engine, particularly in its latest iteration, Godot 4. As a part of the engine’s comprehensive suite of tools, this class serves as a resource for managing 3D mesh data derived from GLTF files — a standard format for three-dimensional scenes and models.

What is it for?

The primary function of the GLTFMesh class is to act as a container for the various components that make up a 3D model, including its mesh data, blend weights for skeletal animation, and instance materials for the model’s surfaces. This allows for more organized and accessible manipulation of these elements when setting up scenes and animations in Godot.

Why Should I Learn It?

Incorporating GLTFMesh into your skill set is invaluable because it:

– Supports the streamlined integration of 3D models into games.
– Facilitates a deeper understanding of how Godot handles 3D assets.
– Empowers you to create more complex and visually stunning game environments.

Whether you’re a beginner in the world of game development or an experienced coder looking to explore new aspects of Godot 4, grasping the capabilities of GLTFMesh will undoubtedly enhance your development process. It is a step towards mastering the engine and creating immersive 3D experiences for players around the world.

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Loading and Displaying a GLTFMesh

To begin using a GLTFMesh in your Godot 4 project, you’ll need to start by loading the mesh into your scene. We can do this with a few lines of GDScript. Here’s a basic example:

var gltf = preload("res://path_to_your_model.gltf")
var gltf_mesh : GLTFMesh = gltf.get_mesh()

var mesh_instance =
mesh_instance.mesh = gltf_mesh

After loading the mesh, we add it to a MeshInstance, which allows the mesh to be displayed in the 3D scene.

// This assumes you've already loaded a GLTF resource
func _ready():
    var gltf_mesh_instance =
    gltf_mesh_instance.mesh = gltf.get_mesh()

The `MeshInstance` is what actually gets rendered in the world; it’s separate from the mesh data stored in the GLTFMesh class.

Animating a GLTFMesh

To animate a 3D model, it must have been rigged and animated before it was exported to GLTF format. Assuming that your GLTF file comes with animations, let’s see how to play an animation:

var gltf = preload("res://path_to_your_model.gltf")
var animation_player =

for animation_name in gltf.get_animation_names():
    var animation_track = gltf.get_animation(animation_name)
    animation_player.add_animation(animation_name, animation_track)"YourAnimationName")

Remember to replace `”YourAnimationName”` with the actual name of the animation you want to play.

Applying Materials to GLTFMesh

Materials can significantly affect the appearance of your mesh. Here’s how you can assign a material to a GLTFMesh:

var gltf = preload("res://path_to_your_model.gltf")
var my_material = preload("res://path_to_your_material.tres")

var mesh_instance =
mesh_instance.mesh = gltf.get_mesh()
mesh_instance.material_override = my_material

If your GLTF model includes multiple materials and surfaces, you can assign materials to each surface like this:

var mesh_instance =
mesh_instance.mesh = gltf.get_mesh()

for index in range(mesh_instance.get_surface_material_count()):
    mesh_instance.set_surface_material(index, your_material)

Again, ensure you replace `your_material` with the specific material you’d like to apply.

Adjusting Mesh Parameters

Lastly, it’s often necessary to adjust specific parameters of a mesh, such as its translation, rotation, or scale. This can be accomplished through the `MeshInstance` node:

var mesh_instance =
mesh_instance.mesh = gltf.get_mesh()
mesh_instance.transform = Transform(Basis(), Vector3(0, 1, 0))  // Moves the mesh up by 1 unit on the Y axis

// To scale the mesh
mesh_instance.scale = Vector3(2, 2, 2)  // Scales the mesh by a factor of 2

// To rotate the mesh 45 degrees around the Y axis
var rotation_degrees = Vector3(0, 45, 0)
mesh_instance.rotation_degrees = rotation_degrees


Each of these snippets gives you a foundational command over GLTF meshes in your Godot environment. Remember, these examples form the basics — further customization and more advanced techniques are always available as you become more comfortable with GLTFMesh and Godot 4’s functionalities.As we delve deeper into the capabilities of the GLTFMesh class in Godot 4, it’s essential to explore various ways to interact with and manipulate your 3D models. Here are some practical code examples to guide you through common tasks you might want to accomplish.

Changing Material Properties at Runtime

Changing material properties on the fly can be crucial for effects like damage, powering up, or interaction with the environment. Here’s how you might dynamically adjust a material’s color:

// Fetch the material
var material = mesh_instance.get_surface_material(0)

// Ensure it’s a material resource you can edit
if material is StandardMaterial3D:
    # Change the albedo color to red
    material.albedo_color = Color(1, 0, 0)

This snippet assumes that the material attached to the mesh is a `StandardMaterial3D` and that it’s present on surface index 0.

Interacting with AnimationPlayer

For more complex animation control, you may want to get the `AnimationPlayer` node associated with your GLTF model. Let’s say you want to change the animation speed or skip to a certain point.

// Adjust the animation speed
animation_player.playback_speed = 1.5  // 1.5 times the normal speed

// Skip to a specific point in the animation, true) // Skip to the 2 seconds mark

These actions can inject dynamism into your game, such as speeding up a character when it runs or syncing animation with events.

Loading Multiple Meshes from a GLTF File

Sometimes, your GLTF file may contain multiple meshes. You can load and instantiate each one separately:

var gltf = preload("res://path_to_your_model.gltf")

for i in range(gltf.get_mesh_count()):
    var mesh_instance =
    mesh_instance.mesh = gltf.get_mesh(i) // Retrieve mesh by index
    mesh_instance.translate(Vector3(i * 2, 0, 0)) // Offset each mesh by 2 units to prevent overlap

This could be useful in scenarios where you need to handle multiple parts of a model individually.

Modifying Vertex Colors

Manipulating vertex colors directly can give you greater artistic control over the look of your models, especially when using shaders that take vertex colors into account.

// Let's say you want to modify the vertex colors of mesh number 0
var mesh = gltf.get_mesh(0).surface_get_arrays(0)[Mesh.ARRAY_COLOR]

for i in range(mesh.size()):
    mesh[i] = Color(1, 1, 1, 1) // Set all vertices to white

// You need to update the mesh to see the change
gltf.get_mesh(0).surface_set_arrays(0, [mesh])

Although this example sets the entire mesh to white, you could modify only certain vertices based on your requirements.

Casting Shadows

When working with 3D scenes, casting shadows adds a level of realism. Here’s how to ensure your mesh casts and receives shadows:

// Cast shadows
mesh_instance.cast_shadow = GeometryInstance.CAST_SHADOW_ON

// Option to not receive shadows
mesh_instance.receive_shadows = false

These properties are particularly important when establishing the mood and lighting dynamics in your scenes.

LOD (Level of Detail) Management

If you’re optimizing your game, you might want to implement different levels of detail for your models based on the camera distance.

func _process(delta):
    var camera_distance = global_transform.origin.distance_to(camera.global_transform.origin)

    # Switch to a lower-detail mesh if the camera is far away
    if camera_distance > LOD_DISTANCE_THRESHOLD:
        mesh_instance.mesh = lower_detail_gltf_mesh
        mesh_instance.mesh = higher_detail_gltf_mesh

This basic example switches meshes based on the distance to the camera, but Godot 4 may offer more advanced LOD management tools.

Understanding and utilizing the GLTFMesh class within Godot 4 opens a wide array of possibilities for 3D game development. These examples scratch the surface of what you can achieve with GLTFMesh in Godot. As you become more proficient, you’ll find even more ways to leverage these features to create rich and dynamic game worlds.Certainly! Expanding on the power of the GLTFMesh class within Godot 4, let’s consider more advanced ways to manipulate and interact with your 3D models that can truly elevate the experience within your game.

Advanced GLTFMesh Manipulation

Controlling Mesh Visibility

Whether you’re hiding a character or revealing secret pathways, controlling mesh visibility is a staple in game development. Here’s how you can toggle the visibility of your mesh:

// Toggle visibility
mesh_instance.visible = !mesh_instance.visible

Playing Backwards Animation

Sometimes, you need to reverse an animation, maybe to create a rewind effect. You can modify the playback speed to a negative value to play an animation backwards:

// Reverse the animation
animation_player.playback_speed = -1"YourAnimation")

Updating Blend Shapes

Blend shapes are used for creating facial expressions or morphing objects. Here’s how you can update blend shape values:

// Update blend shape value
var blend_shape_idx = mesh_instance.mesh.find_blend_shape_index("Smile")
mesh_instance.set("blend_shapes/Smile", 1.0) // 1.0 is fully smiling

Remember to replace `”Smile”` with the actual blend shape name used in your mesh.

Accessing Bone Transformations

If you want to procedurally control a rigged model, you may need to access and manipulate bone transformations directly:

// Assuming your mesh is rigged
var skeleton = mesh_instance.get_skeleton()
var bone_idx = skeleton.find_bone("ArmBone")
skeleton.set_bone_global_pose_override(bone_idx, Transform(), 1.0, true)

This example assumes your skeleton has a bone named `”ArmBone”`. You can replace `”ArmBone”` with any bone name from your rig.

Changing Mesh Material Properties Based on Gameplay

Enhance game dynamics by changing mesh material properties in response to gameplay events, such as changing color on damage:

// In your damage function
if material is ShaderMaterial:
    var new_color = Color(1, 0.2, 0.2) // A shade of red
    material.set_shader_param("albedo_color", new_color)

Adjust `”albedo_color”` and the parameter names according to your shader’s specifications.

Implementing Picking with Raycasts

Direct interaction with 3D objects is fundamental in many genres. Here’s an example of how to implement object picking using `RayCast`:

// Assuming you have a RayCast node set up and pointing where the camera is looking
if ray_cast.is_colliding():
    var collider = ray_cast.get_collider()
    if collider is MeshInstance:
        print("Mesh picked!")

Creating Instanced Meshes

For performance optimization, especially when dealing with multiple copies of the same object, you should consider using instances:

for i in range(10):
    var instance = mesh_instance.duplicate()
    instance.translate(Vector3(i * 2, 0, 0))  // Instance offset to prevent overlap

By incorporating these techniques into your game, you can create more interactive, responsive, and detailed environments and characters. Always remember that mastering the intricacies and potentials of the GLTFMesh class is a journey that will continue to reward you as you dive deeper into the possibilities it unlocks.

Continue Your Game Development Journey

Embarking on the journey of mastering Godot 4 and its GLTFMesh class is just the beginning of what you can achieve. As you’ve taken the steps to understand this powerful tool in 3D game creation, the next leap is to continue building on your newfound knowledge and hone your skills even further. We at Zenva encourage all aspiring game developers to continue exploring the vast potential that Godot offers.

Dive into our Godot Game Development Mini-Degree, a rich learning path crafted to take you from the fundamentals to creating fully-fledged games across various genres. Although it’s not a direct follow-up on the intricacies of the GLTFMesh class, the Mini-Degree covers an array of essential topics, from utilizing 2D and 3D assets to understanding gameplay mechanics in several popular game types. It’s an ideal way to solidify your skills and bring your innovative ideas to life.

For those of you looking to broaden your Godot expertise, our collection of Godot courses caters to all levels, ensuring that whether you’re starting out or already have a solid foundation, there’s content to propel you forward. Stay up-to-date with industry practices, complete projects that amplify your portfolio, and step confidently towards a burgeoning career in game development with Zenva.


The path of a game developer is filled with continuous learning and creativity, and mastering elements like the GLTFMesh class in Godot 4 signifies an important milestone in that journey. As you’ve explored the nuances of 3D models, animations, and materials, remember that each new skill paves the way for more ambitious and dynamic games. With Zenva’s Godot Game Development Mini-Degree, you’re not just learning; you’re crafting the future worlds that gamers will explore and enjoy.

As you set forth on your next development adventure, consider the depth of experiences you can build and the stories you can tell through your games. We at Zenva are excited to be part of your story, offering the guidance, knowledge, and tools to turn your visions into virtual realities. Continue to challenge yourself, keep pushing boundaries, and let’s build the future of gaming, together.

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