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Asked By | kyuth |
I have made a model in Blender and imported it to Godot 4 Beta 10 as a .glb file. If I doubleclick the .glb file it opens import-settings where I can choose the Node’s root type, for example a StaticBody3D. Then I can load and instantiate the .glb file as a Scene and have a StaticBody3D in my game. Great.
But I have created a custom class that extends StaticBody3D and I would like to use that when I instantiate the node. I would like to choose my script from the import settings as I choose the root type but that option is not available.
I have found only one way to do that. The steps are:
- Select .glb, right mouser click → New Inherited scene
- Click the movie-symbol on the right side of the root-node → Open anyway
- Select the root-node of the new scene, add a new Node3d
- Click the Node3D with right mouse button → Make scene root
- Right click previous root node that is not root anymore → Save branch as scene…
- Assing the custom script to the new .tscn scene.
This is hilariously cumbersome and must be repeated every time when the model changes. Any ideas how to do that easier?