{"id":147794,"date":"2025-03-21T13:59:10","date_gmt":"2025-03-21T13:59:10","guid":{"rendered":"https:\/\/peraltafinancing.com\/apple-2\/how-to-import-assets-in-godot\/"},"modified":"2025-03-21T13:59:10","modified_gmt":"2025-03-21T13:59:10","slug":"how-to-import-assets-in-godot","status":"publish","type":"post","link":"https:\/\/fivemor.com\/?p=147794","title":{"rendered":"How to Import Assets in Godot"},"content":{"rendered":"<p> <br \/>\n<\/p>\n<div>\n<p>Some of us are artistic, some of us are technical. A gifted few are both. But, if you\u2019re like me and are more on the technical side, then it\u2019s likely you\u2019ve decided to make a game or project, and then thought, how am I going to make it look good? The answer to this is inevitably searching on the likes of Sketchfab or TurboSquid for some free assets to bring your idea to life. At least in the concept stage.<\/p>\n<p>But then comes the second problem, importing them to your engine of choice. When working in Godot, there are a few nuances you need to be aware of when importing assets, and in this tutorial, you\u2019ll go over them in order to create a main menu scene for a horror game.<\/p>\n<h2 id=\"toc-anchor-001\">Getting Started<\/h2>\n<p>For this, there\u2019s no starter project, but you can still download the final project from the links at the top or bottom of this page. Go ahead and create a new project in Godot using the default settings. For your main menu prototype you\u2019re going to need four different types of assets imported:<\/p>\n<ul>\n<li>A static model to use as the scene.<\/li>\n<li>An animated character model.<\/li>\n<li>A texture to use as a title logo.<\/li>\n<li>Two audio clips.\n<ul>\n<li>Background music.<\/li>\n<li>An eerie sound effect.<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<p>By the end of the tutorial, you should have something that looks a little like this:<\/p>\n<p><a href=\"https:\/\/files.koenig.kodeco.com\/uploads\/2024\/09\/Zight-Recording-2024-09-06-at-09.10.24-PM.gif\" target=\"_blank\" rel=\"noopener noreferrer nofollow\"><img decoding=\"async\" src=\"https:\/\/files.koenig.kodeco.com\/uploads\/2024\/09\/Zight-Recording-2024-09-06-at-09.10.24-PM.gif\" alt=\"End result for this tutorial\" class=\"aligncenter size-full bordered\"\/><\/a><\/p>\n<h2 id=\"toc-anchor-002\">Supported File Types<\/h2>\n<p>According to the <a href=\"https:\/\/docs.godotengine.org\/en\/stable\/about\/list_of_features.html#import\" target=\"_blank\" rel=\"noopener noreferrer nofollow\">list of features<\/a>, Godot only has a limited type of file formats that it supports with imports. In terms of image formats, Godot does support most of the standard formats. But for audio, you\u2019re limited to:<\/p>\n<h3 id=\"toc-anchor-003\">Using Different 3D Model Types<\/h3>\n<p>For 3D model formats, Godot really recommends you use the glTF format. Its full list of supported formats are:<\/p>\n<ul>\n<li>glTF 2.0.<\/li>\n<li>.blend.\n<ul>\n<li>However, this is only supported by blender calling a glTF formatter at export.<\/li>\n<\/ul>\n<\/li>\n<li>FBX.\n<ul>\n<li>This file format is supported natively by Godot since version 4.3.<\/li>\n<\/ul>\n<\/li>\n<li>Collada (.dae).<\/li>\n<li>OBJ.<\/li>\n<\/ul>\n<p>You may be familiar with some of these formats, but you can see that Godot really wants you to be using the glTF format. Another file type you\u2019ll see around the asset libraries is GLB. GLB format is just a binary representation of the same data as glTF format, so in this regard, Godot can work with either format.<\/p>\n<h2 id=\"toc-anchor-004\">Importing 3D Models<\/h2>\n<p>For this project, you should open a blank Godot project. The 3D models that you\u2019re going to import in this tutorial are included in the project materials, or you can simply download them directly from the source.<\/p>\n<h3 id=\"toc-anchor-005\">3D Environment<\/h3>\n<p>To take a look at the different import types, you\u2019ll look at both a GLB and a glTF import for this tutorial. You\u2019re looking for a spooky, \u2018Stranger Things\u2019 style environment, so this <a href=\"https:\/\/skfb.ly\/QQuJ\" target=\"_blank\" rel=\"noopener noreferrer nofollow\">Abandoned Warehouse \u2013 Interior Scene<\/a> by <a href=\"https:\/\/sketchfab.com\/aurelien_martel\" target=\"_blank\" rel=\"noopener noreferrer nofollow\">Aur\u00e9lien Martel<\/a> on Sketchfab is the ideal starting point. When you click the download it\u2019s available as both glTF and GLB, but for the purposes of the tutorial, download the GLB format, or find the asset in the materials folder under the GLB folder.<\/p>\n<p style=\"font-size: 13px; font-weight: normal; margin: 5px; color: #4A4A4A;\"> <a href=\"https:\/\/sketchfab.com\/3d-models\/abandoned-warehouse-interior-scene-1d5285f2e0fd4211a27c8042496d5959?utm_medium=embed&amp;utm_campaign=share-popup&amp;utm_content=1d5285f2e0fd4211a27c8042496d5959\" target=\"_blank\" rel=\"noopener noreferrer nofollow\" style=\"font-weight: bold; color: #1CAAD9;\"> Abandoned Warehouse \u2013 Interior Scene <\/a> by <a href=\"https:\/\/sketchfab.com\/aurelien_martel?utm_medium=embed&amp;utm_campaign=share-popup&amp;utm_content=1d5285f2e0fd4211a27c8042496d5959\" target=\"_blank\" rel=\"noopener noreferrer nofollow\" style=\"font-weight: bold; color: #1CAAD9;\"> Aur\u00e9lien Martel <\/a> on <a href=\"https:\/\/sketchfab.com?utm_medium=embed&amp;utm_campaign=share-popup&amp;utm_content=1d5285f2e0fd4211a27c8042496d5959\" target=\"_blank\" rel=\"noopener noreferrer nofollow\" style=\"font-weight: bold; color: #1CAAD9;\">Sketchfab<\/a>\n<\/p>\n<p>Right-click on the <em>res<\/em> folder in the <em>File System<\/em> view, and create a new folder in your Godot project called <em>Models<\/em>, and then another subfolder called <em>GLB<\/em>. Right-click on this new folder and select <em>Open in File Manager<\/em>. Drag or Copy the <code>abandoned_warehouse_-_interior_scene.glb<\/code> file into the <em>GLB<\/em> folder and then return to the Godot editor.<\/p>\n<p>Godot will start to import the file:<\/p>\n<p><a href=\"https:\/\/files.koenig.kodeco.com\/uploads\/2024\/09\/Screenshot-2024-09-14-at-21.43.10.png\" target=\"_blank\" rel=\"noopener noreferrer nofollow\"><img decoding=\"async\" src=\"https:\/\/files.koenig.kodeco.com\/uploads\/2024\/09\/Screenshot-2024-09-14-at-21.43.10.png\" alt=\"Godot import dialog\" class=\"aligncenter size-full bordered\"\/><\/a><\/p>\n<p>Once the import process is complete, you\u2019ll have a lot of texture files in the folder along with the actual .glb file.<\/p>\n<p><a href=\"https:\/\/files.koenig.kodeco.com\/uploads\/2024\/09\/Screenshot-2024-09-14-at-21.50.36.png\" target=\"_blank\" rel=\"noopener noreferrer nofollow\"><img decoding=\"async\" src=\"https:\/\/files.koenig.kodeco.com\/uploads\/2024\/09\/Screenshot-2024-09-14-at-21.50.36.png\" alt=\"Imported GLB\" class=\"aligncenter size-full bordered\"\/><\/a><\/p>\n<p>Double-click on the .glb file and the imported scene will open up in a new window for you to check out.<\/p>\n<p><a href=\"https:\/\/files.koenig.kodeco.com\/uploads\/2024\/09\/Godot-Engine-2024-09-14-at-9.54.03-PM.jpg\" target=\"_blank\" rel=\"noopener noreferrer nofollow\"><img decoding=\"async\" src=\"https:\/\/files.koenig.kodeco.com\/uploads\/2024\/09\/Godot-Engine-2024-09-14-at-9.54.03-PM.jpg\" alt=\"GLB file editor\" class=\"aligncenter size-full bordered\"\/><\/a><\/p>\n<h2 id=\"toc-anchor-006\">Editing Scenes<\/h2>\n<p>When working in Godot with multiple assets, it\u2019s best to set them up as individual scenes for editing later. A game in Godot is typically composed of multiple scenes, loaded at the same time. From the top menu, click the <code>+<\/code> icon to create a new scene, and choose <em>3D Scene<\/em> as the root node.<\/p>\n<p><a href=\"https:\/\/files.koenig.kodeco.com\/uploads\/2024\/09\/Screenshot-2024-09-14-at-22.14.19.png\" target=\"_blank\" rel=\"noopener noreferrer nofollow\"><img decoding=\"async\" src=\"https:\/\/files.koenig.kodeco.com\/uploads\/2024\/09\/Screenshot-2024-09-14-at-22.14.19.png\" alt=\"Create a new scene\" class=\"aligncenter size-full bordered\"\/><\/a><\/p>\n<p>With the new scene open, drag the imported .glb from the <em>FileSystem<\/em> window onto the root node in the <em>Scene<\/em> window. This will instantiate your model in this scene. Save this scene with the name <em>Environment<\/em>.<\/p>\n<p><a href=\"https:\/\/files.koenig.kodeco.com\/uploads\/2024\/09\/Screenshot-2024-09-14-at-22.22.00.png\" target=\"_blank\" rel=\"noopener noreferrer nofollow\"><img decoding=\"async\" src=\"https:\/\/files.koenig.kodeco.com\/uploads\/2024\/09\/Screenshot-2024-09-14-at-22.22.00.png\" alt=\"Saved first Godot scene\" class=\"aligncenter size-full bordered\"\/><\/a><\/p>\n<h3 id=\"toc-anchor-007\">Animated 3D Model<\/h3>\n<p>While the environment import was nice and simple, you\u2019ll try something a little more complex for the next import. What\u2019s a \u2018Stranger Things\u2019 inspired scene without the introduction of an iconic monster? For this you\u2019ll import the <a href=\"https:\/\/skfb.ly\/oXnL9\" target=\"_blank\" rel=\"noopener noreferrer nofollow\">Demogorgon Rig<\/a> by <a href=\"https:\/\/sketchfab.com\/NO.DONT.EAT.ME.CASEOH\" target=\"_blank\" rel=\"noopener noreferrer nofollow\">NO DONT EAT ME CASEOH (Ferris wheel)<\/a> again from Sketchfab.<\/p>\n<p style=\"font-size: 13px; font-weight: normal; margin: 5px; color: #4A4A4A;\"> <a href=\"https:\/\/sketchfab.com\/3d-models\/demogorgon-rig-5bcf835c3dff44e5bdc8fa327b427288?utm_medium=embed&amp;utm_campaign=share-popup&amp;utm_content=5bcf835c3dff44e5bdc8fa327b427288\" target=\"_blank\" rel=\"noopener noreferrer nofollow\" style=\"font-weight: bold; color: #1CAAD9;\"> Demogorgon Rig <\/a> by <a href=\"https:\/\/sketchfab.com\/NO.DONT.EAT.ME.CASEOH?utm_medium=embed&amp;utm_campaign=share-popup&amp;utm_content=5bcf835c3dff44e5bdc8fa327b427288\" target=\"_blank\" rel=\"noopener noreferrer nofollow\" style=\"font-weight: bold; color: #1CAAD9;\"> NO DONT EAT ME CASEOH (Ferris wheel) <\/a> on <a href=\"https:\/\/sketchfab.com?utm_medium=embed&amp;utm_campaign=share-popup&amp;utm_content=5bcf835c3dff44e5bdc8fa327b427288\" target=\"_blank\" rel=\"noopener noreferrer nofollow\" style=\"font-weight: bold; color: #1CAAD9;\">Sketchfab<\/a>\n<\/p>\n<p>This time, download the glTF format model or find it in the tutorial materials folder. Create another subfolder under the <em>Models<\/em> folder called <em>GLTF<\/em> and copy the entire folder <em>demogorgon_rig<\/em> there. Open Godot to allow the asset to import like before.<\/p>\n<p>Open the <em>scene.gltf<\/em> file that\u2019s now in the <em>Models<\/em> \u25b8\ufe0e <em>GLTF<\/em> \u25b8\ufe0e <em>demogorgon_rig<\/em> folder.<\/p>\n<p><a href=\"https:\/\/files.koenig.kodeco.com\/uploads\/2024\/09\/Warehouse.tscn-Asset-Import-Godot-Engine-2024-09-16-at-10.51.37-PM.jpg\" target=\"_blank\" rel=\"noopener noreferrer nofollow\"><img decoding=\"async\" src=\"https:\/\/files.koenig.kodeco.com\/uploads\/2024\/09\/Warehouse.tscn-Asset-Import-Godot-Engine-2024-09-16-at-10.51.37-PM.jpg\" alt=\"Imported glTF file\" class=\"aligncenter size-full bordered\"\/><\/a><\/p>\n<p>Here you\u2019ll see that the model is a little more complex, broken down into various different meshes, including a skeletal rig. This is essential for the model to be animated, but thankfully, it\u2019s all set up for you already.<\/p>\n<p><a href=\"https:\/\/files.koenig.kodeco.com\/uploads\/2024\/09\/Advanced-Import-Settings-for-Scene-scene.gltf-2024-09-16-at-10.57.00-PM.jpg\" target=\"_blank\" rel=\"noopener noreferrer nofollow\"><img decoding=\"async\" src=\"https:\/\/files.koenig.kodeco.com\/uploads\/2024\/09\/Advanced-Import-Settings-for-Scene-scene.gltf-2024-09-16-at-10.57.00-PM.jpg\" alt=\"Advanced Import Settings for Scene 'scene.gltf'\" class=\"aligncenter size-full bordered\"\/><\/a><\/p>\n<p>Also imported in this scene view are a number of different animations included in the asset. You can run through them all to take a look, but for the tutorial you\u2019ll use just one of these.<\/p>\n<p>Create a new scene as you did before for the environment, again with a <em>3D Scene<\/em> as the root node. Rename the node as <em>Demogorgon<\/em>. This time, drag the <em>Models<\/em> \u25b8 <em>GLTF<\/em> \ufe0e\u25b8 <em>demogorgon_rig<\/em> \ufe0e\u25b8 <em>scene.gltf<\/em> onto the root node. This will instantiate the model as <em>Sketchfab_Scene<\/em>, but only as a single static model <em>Node3D<\/em>.<\/p>\n<p>Right-click on the <em>Sketchfab_Scene<\/em> node and select <em>Editable Children<\/em>. \u00a0Once you do, all the nodes from the asset will appear in the Godot scene.<\/p>\n<p>\ufe0e<a href=\"https:\/\/files.koenig.kodeco.com\/uploads\/2024\/09\/Demo.tscn-Asset-Import-Godot-Engine-2024-09-16-at-11.16.05-PM.jpg\" target=\"_blank\" rel=\"noopener noreferrer nofollow\"><img decoding=\"async\" src=\"https:\/\/files.koenig.kodeco.com\/uploads\/2024\/09\/Demo.tscn-Asset-Import-Godot-Engine-2024-09-16-at-11.16.05-PM.jpg\" alt=\"Asset Import - Editable Children\" class=\"aligncenter size-full bordered\"\/><\/a><\/p>\n<p>With the nodes now editable, select the <em>AnimationPlayer<\/em> node and look for the <em>Current Animation<\/em> field in the <em>Inspector<\/em> panel. Use the dropdown to select the <em>IdleHunt<\/em> animation to see the model animating in place.<\/p>\n<p><a href=\"https:\/\/files.koenig.kodeco.com\/uploads\/2024\/09\/Zight-Recording-2024-09-16-at-11.22.15-PM.gif\" target=\"_blank\" rel=\"noopener noreferrer nofollow\"><img decoding=\"async\" src=\"https:\/\/files.koenig.kodeco.com\/uploads\/2024\/09\/Zight-Recording-2024-09-16-at-11.22.15-PM.gif\" alt=\"Animation Player settings\" class=\"aligncenter size-full bordered\"\/><\/a><\/p>\n<p>The animation only plays once. It\u2019s designed to loop, however, and this is what you want for the menu scene. Find the <em>Animation Player<\/em> window at the bottom of your view, and toggle the <em>Loop<\/em> button.<\/p>\n<p><a href=\"https:\/\/files.koenig.kodeco.com\/uploads\/2024\/09\/Demo.tscn-Asset-Import-Godot-Engine-2024-09-16-at-11.24.26-PM.jpg\" target=\"_blank\" rel=\"noopener noreferrer nofollow\"><img decoding=\"async\" src=\"https:\/\/files.koenig.kodeco.com\/uploads\/2024\/09\/Demo.tscn-Asset-Import-Godot-Engine-2024-09-16-at-11.24.26-PM.jpg\" alt=\"Toggle the loop button\" class=\"aligncenter size-full bordered\"\/><\/a><\/p>\n<p>Uh oh, did you get the following error dialog?<\/p>\n<p><a href=\"https:\/\/files.koenig.kodeco.com\/uploads\/2024\/09\/Demo.tscn-Asset-Import-Godot-Engine-2024-09-16-at-11.21.25-PM.jpg\" target=\"_blank\" rel=\"noopener noreferrer nofollow\"><img decoding=\"async\" src=\"https:\/\/files.koenig.kodeco.com\/uploads\/2024\/09\/Demo.tscn-Asset-Import-Godot-Engine-2024-09-16-at-11.21.25-PM.jpg\" alt=\"Can't edit animation\" class=\"aligncenter size-full bordered\"\/><\/a><\/p>\n<p>In order to change any properties of the animation in Godot, you first need to change the import settings for that animation. Save the current scene file as <em>Demo.tscn<\/em> and once more open the source <em>scene.gltf<\/em> file.<\/p>\n<p>Fold out the <em>AnimationPlayer<\/em> from the source scene. Find the <em>IdleHunt<\/em> animation in the list and select it. In the right-hand settings panel, set the <em>Loop Mode<\/em> to <em>Linear<\/em>. Then, enable the <em>Save to File<\/em> option and click the folder icon to set a path to save to. Create a new folder in the root of the project called <em>Animations<\/em> and save the file as <em>Idle.res<\/em>. Click <em>Reimport<\/em> at the bottom of the window to save these import settings.<\/p>\n<p><a href=\"https:\/\/files.koenig.kodeco.com\/uploads\/2024\/09\/Advanced-Import-Settings-for-Scene-scene.gltf-2024-09-16-at-11.01.54-PM.jpg\" target=\"_blank\" rel=\"noopener noreferrer nofollow\"><img decoding=\"async\" src=\"https:\/\/files.koenig.kodeco.com\/uploads\/2024\/09\/Advanced-Import-Settings-for-Scene-scene.gltf-2024-09-16-at-11.01.54-PM.jpg\" alt=\"Advanced Import Settings for Scene 'scene.gltf'\" class=\"aligncenter size-full bordered\"\/><\/a><\/p>\n<p>Return to the <em>Demo.tscn<\/em> window and select the correct animation from the drop-down again. Try to toggle the loop mode of the animation and this time you won\u2019t get the error and you\u2019ll see the animation now plays on repeat.<\/p>\n<p>Save the <em>Demo.tsn<\/em> file again.<\/p>\n<p>OK, now that you have a couple of scenes set up, it\u2019s time to combine them into the scene that will actually be used to comprise the menu scene of the prototype.<\/p>\n<\/div>\n\n","protected":false},"excerpt":{"rendered":"<p>Some of us are artistic, some of us are technical. A gifted few are both. But, if you\u2019re like me and are more on the technical side, then it\u2019s likely you\u2019ve decided to make a game or project, and then thought, how am I going to make it look good? The answer to this is [&hellip;]<\/p>\n","protected":false},"author":1,"featured_media":147795,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[11768],"tags":[25859,22035,1243],"dealstore":[],"offerexpiration":[],"class_list":["post-147794","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-apple-2","tag-assets","tag-godot","tag-import"],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v26.4 - https:\/\/yoast.com\/wordpress\/plugins\/seo\/ -->\n<title>How to Import Assets in Godot - Som2ny Network<\/title>\n<meta name=\"robots\" content=\"index, follow, max-snippet:-1, max-image-preview:large, max-video-preview:-1\" \/>\n<link rel=\"canonical\" href=\"https:\/\/fivemor.com\/?p=147794\" \/>\n<meta property=\"og:locale\" content=\"en_US\" \/>\n<meta property=\"og:type\" content=\"article\" \/>\n<meta property=\"og:title\" content=\"How to Import Assets in Godot - Som2ny Network\" \/>\n<meta property=\"og:description\" content=\"Some of us are artistic, some of us are technical. 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