Exporting animation from `glb` and applying it to another `glb`

Godot Version

4.6.1

Question

For my current project I downloaded a rigged model from Mesh2Motion. This model has a really good skeleton and the site also allows downloading a bunch of pre-made animations for it.

I know I can “bundle” animations with my model and access them in Godot, but this would then mean I’d need to re-export and bundle animations every time I want to make a change which seems really difficult.

Ideally I’d like to have my model and my animation file and “join” them in Godot.

I discovered I can save individual animations as .res

I then create a new animation library on my other model and attempt to import my animation, but I think it’s failing because the Skeleton’s name isn’t the same in my scene:

The Skeletons are the same and they’re also named the same in Blender. However for some reason when I try to add animations to my model the name is different.

Am I going about this the wrong way?

I uploaded my model and my animation to Google Drive here in case it helps debug this.

Read about retargeting:

EDIT:

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I’m not quite sure what the problem is. I just copied the Animation Player from one scene to another as a node. I renamed the Armature node to Skinned Mesh 0, and everything started working.

exporting-animation-from-glb

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This worked! Thank you

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Copying the Animation Player isn’t feasible if I want to add new animations to it. I also can’t seem to rename the Armature in the Animation Tab, unless you mean somewhere else?

Managed to get this to work without retargeting, the final issue was changing Root Node to my actual root node on top of changing the name of the Armature.

Not sure why it was different.

Why? Copying the Animation Player means that all the animations in it are valid, so you can either add another animation to this player or copy the one you need from it. Adding animations is easy.

I mentioned that I renamed the node so that the path would be correct.

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If I have more animations I surely can’t keep copying animation players to my model? That doesn’t sound like it would scale.

I ended up renaming the node in Blender as apparently you can’t save GLB changes in Godot.

I think the happy path is a bit of both solutions, I’ve imported my animations as an animation library which allows me to add them on a single AnimationPlayer.

Thank you for the help!